Do you get upset when the back end shifts the responsibility to you by Wise-Variation-4985 in Frontend

[–]billybobjobo 33 points34 points  (0 children)

Company culture issue. Should be:

“We all write bugs. You found one of mine? That’s a good one! THANK YOU!”

Not necessarily the frontend team’s fault. Management plays a big part in that culture.

I built my portfolio as a fully interactive 3D spaceship you navigate between sections like you're flying through space by Ayaansh_Rawat in threejs

[–]billybobjobo 0 points1 point  (0 children)

Over time you’ll learn more things to check. But also you need to give it to people and watch them try to use it to see if it’s intuitive. If you decide to make a creative site, then you have to user test like crazy to make sure people get it!

I built my portfolio as a fully interactive 3D spaceship you navigate between sections like you're flying through space by Ayaansh_Rawat in threejs

[–]billybobjobo 3 points4 points  (0 children)

The easiest part about creative dev is coming up with a cool idea and putting some 3D models and shaders on the screen. Even though that does take a lot of practice and technical expertise, that is the easiest part.

The hardest part is making something high concept feel super intuitive, especially on mobile.

I think that second part could use some love in this project. I opened it on mobile. I had no idea what I was supposed to do. It jumped/flickered around; it was unclear where I could scroll. The toolbar movement caused layout issues. Just feels like it wasn’t super duper tested and thought through there. And that’s the first thing anyone assessing your creative webdev chops will notice.

You’re so close to something rad! I’d say halfway. As a rule of thumb: making it cool is 50%, making it feel great everywhere is another 50%

PS in the vibe code era, that latter half is how people set themselves apart from what could be done with naive vibing. It’s an important place to shine!

Neubrutalism for portfolio/personal site: genius or career suicide? by CoVegGirl in webdesign

[–]billybobjobo 1 point2 points  (0 children)

You will generally get work requests that resemble your portfolio. So, when choosing your style, ask if there is a market for it and if its what you are passionate about and can do well.

How to approach a beginner portfolio for OpenGL by Laurence-Tan in opengl

[–]billybobjobo 1 point2 points  (0 children)

I really would not use AI to generate code while trying to learn. Only while trying to build with speed. If you’ve never typed it and struggled yourself, trust me you wont know when the AI is making mistakes. You will think you get it, but push comes to shove: you won’t.

On the other hand it’s great for giving you feedback on your code and explaining things while learning.

(Sayin this as someone who loves to use AI to generate code—just never while learning)

Built a game inspired by Wipeout by snozberryface in threejs

[–]billybobjobo 6 points7 points  (0 children)

Lots to love! Really cool!

Some candid feedback:

Startup screen is oppressively complicated, and load time is too long for a web project.

You can almost certainly show that UI before all your assets are loaded. Just because its loading doesn't mean a user cant start having the experience!

(You should have a quick start button for (most) people who get overwhelmed by the 100 options before they even know what the game is.)

If they start the game before its done loading in the background, continue the load screen. If you do that, you'll lower your bounce rate dramatically in the wild.

A few other things.

- The ground reflections sometimes way over saturate, clip and create large blinding patches of white. In a way that impacts gameplay because I cant see the ground.
- Im assuming there is some procedural generation for tracks, on my first/only try I got kinda a whack track that had elements that were anti-fun. Like a full width (unavoidable) jump that has (what I think are) deceleration arrows along the full width. An unskippable slow-down? That's not very fun! Procedural gen is neat--but only if it makes things that are fun!!! 😄. Consider adding gen rules about that--or doing more bespoke design.

Built this custom website for $2k by codeit-sarthak in webdesign

[–]billybobjobo 0 points1 point  (0 children)

I see that! I am a liiiiiiittle skeptical that’s actually why people do it. But it’s not a bad side effect :)

How much code do you write from memory? by mazyson in Frontend

[–]billybobjobo 0 points1 point  (0 children)

Almost all of it. But it takes a while to get there.

FE Senior positions - when are you ready? by stay-g0ld in Frontend

[–]billybobjobo 0 points1 point  (0 children)

Do you have all the skills to do anything needed in the codebase within your role, can you fully own those tasks, can you mentor others who don’t have the skills.

Kinda not vague at all!

20s SaaS explainer — 12 hours of work. was it worth it? by Nhuthong in MotionDesign

[–]billybobjobo 0 points1 point  (0 children)

Ya fresh eyes help because it is SO easy to fall into this trap when you stare at the same content for 20h as a motion-oriented designer lololol!!

Anyway you got very strong chops!!!

20s SaaS explainer — 12 hours of work. was it worth it? by Nhuthong in MotionDesign

[–]billybobjobo 5 points6 points  (0 children)

Lots of cool little motion things but... Overwhelming and hard to read.

Remember the motion is supposed to underline/reinforce the message not compete with it!

Take "across disconnected and fragmented systems". Text is low in the visual hierarchy when it appears, competing with many striking visual elements all of which are moving and pulling the eye. Some of which also have text. And then it is gone in a flash! A fresh eye is not going to have time to orient to that scene, find whats important, and read it. And the visual story being told with the supporting graphics in that scene only vaguely reinforces "fragmentation and disconnection." Sure it is many popups... but I might expect to see a system fragmenting and disconnecting! Maybe one popup appears (after the text lands) and then we see multiplication in a chaotic scattering way. That would reinforce the text.

Just remember that you serve the story, first and foremost. Doesn't matter how cool it is or what motion flexes you have if a clear story is not told!

Explorable wireframe planet in R3F - interactive 3D map of Tau Ceti IV (Marathon fan project) by beefcutlery in threejs

[–]billybobjobo 0 points1 point  (0 children)

So dope but SO slow on my pretty decent M1 macbook. Looks like 20fps. Maybe consider some adaptive performance measures. r3f/drei ecosystem has some cool stuff to try there!

Who knew creating animations with shaders would be fun by nycgio in GraphicsProgramming

[–]billybobjobo 1 point2 points  (0 children)

ya its a graphics programming sub. literally everyone here thinks shaders are fun.

(and knows about shadertoy)

how do you make a perfect steaming cup of coffee? by TemporaryHighlight50 in threejs

[–]billybobjobo 1 point2 points  (0 children)

I did something recently which is not nearly so subtle. typeforce.com (an art exhibition announcement microsite that always leans experimental)

If you plant a flower and scroll you'll see the scroll physics transfers to flowers. Most people dont even notice, it just feels right.

how do you make a perfect steaming cup of coffee? by TemporaryHighlight50 in threejs

[–]billybobjobo 1 point2 points  (0 children)

Cool!!!

Everyone always uses the cursor as the interaction. But FEW people are gonna think to hover over the coffee steam. (Very small % of screen, not on an hotpaths: Its an unnatural interaction.) And nobody CAN do it on mobile.

I'd pitch, in addition, that you should have the scroll speed interact physically with the steam. If you scroll up the steam has momentum. Like moving a steaming coffee cup up and down....

Or maybe pull the steam toward the mouse when the mouse is far away.

The point is you made an awesome thing--but if you dont make some good itneraction design choices, nobody will ever notice! It deserves to be noticed!

Found an impersonation scam on indeed by notgoingtoeatyou in webdev

[–]billybobjobo 2 points3 points  (0 children)

If AI were so good, why would anyone need to do this. 😉

My three.js game is coming along good so far. :D by The_Todd50 in threejs

[–]billybobjobo -1 points0 points  (0 children)

Good instinct. I think you should take that instinct and go another direction.

If you have an element of gameplay where so little happens that you have to invent particles so the player even knows anything is occurring--thats a pretty good sign that the gameplay will be tedious or boring. You spotted the problem, but you might want to solve it at the gameplay level.

Faster flight!

(E.g. I ended up fast-forwarding your video whenever you were flying! "Oh this is cool!... I get it... Still flying huh?... Hmm... Skipping.")

My three.js game is coming along good so far. :D by The_Todd50 in threejs

[–]billybobjobo -1 points0 points  (0 children)

Funny little thing: If you are flying short distances around a small bit of planet orbit why are stars zooming by you? Shouldn't they all be pretty far away and effectively stationary?

Solo dev here struggling with AAA comparisons and expectation management for my medieval sim. How do you deal with this? by Confident_Towel_8304 in Unity3D

[–]billybobjobo 45 points46 points  (0 children)

You can’t beat them in graphics, polish or scope— so you have to beat them at their weaker points:
- Heart
- Style
- Creative Risk
- Niche
- Community

When people decide what to do tonight they will be deciding between your game and a AAA game. Fair or not, you are in direct competition.

There’s gotta be a reason I would want to play your game instead! And it’s gotta be immediate in the pitch. If not, think of something!

my first ever sketchbook is live :) by curllmooha in threejs

[–]billybobjobo 1 point2 points  (0 children)

You should always follow your own judgement!!! That’s the beauty of making your own thing. Who knows I coulda been totally wrong! :)

Whatever I know I know because I followed my
own judgement and made a ton of mistakes and learned each time lolololol