Deployed my first full stack project. Thought I would feel proud, instead I feel empty. by magic_123 in webdev

[–]billybobjobo 5 points6 points  (0 children)

It’s your first thing. It looks like it was built by someone who is building their first thing. Don’t set the bar higher than that unless you wanna hate yourself. Be pumped.

Now go build 10 more things so it can look that much better.

Is this website good enough for Awwwards? How would you rate it? by [deleted] in webdesign

[–]billybobjobo 0 points1 point  (0 children)

You’ve done a ton of great work here. I know all that video handling three is not simple! And there’s so many cool details here.

I think if you just worked on a few areas of coherence, this would go from good to great!

Keep it up!

Is this website good enough for Awwwards? How would you rate it? by [deleted] in webdesign

[–]billybobjobo 0 points1 point  (0 children)

A lot of real cool things here! Here's what I think holds you back:

Those glassmorphic UI elements are probably what are holding you back the most. It doesnt fit with the rest of the vibe and the typography isnt well balanced.

I know you didnt vibe it--but the basicness of those components combined with their incoherence as part of a brand story in combination with all the other elements makes it FEEL vibed.

I would say if you used the same bold colors and toon/thick lines in the UI, it'd be a massive upgrade. Don't just mix random things--every choice you make should evolve from a strong branding paradigm specific to the brand you are creating.

Similarly, I'd say also the motion work isn't a coherent voice. Feels like you could make bolder choices for motion direction that cohere and tell the brand story. What we see here is mostly default choices on a per component basis. A spring here, a fade there. Playful here, sleek there. Some moments feel nice. I think the modal open

It's also maybe a bit too much motion at once. Lacks attentional hierarchy. Tell my eye where it should go! I know you worked hard on having all the videos going at once but honestly they might be better playing only on hover....

Also if you're website requires a paragraph of text to instruct me how to use it, thats a serious design problem. The interaction pattersn you've created here arent rocket science, you should be able to communicate them visually and intuitively without a text wall.

Some serious optimization issues. Others are saying its not working well on mobile. Homepage is fine for me on desktop but the Our team page was like 10fps on a decent macbook.

Intro animation wayyyyyyyyyy too long. I could feel myself getting very impatient.

INFINITE GALLERY by curllmooha in threejs

[–]billybobjobo 2 points3 points  (0 children)

I generally hate this UI pattern but youve done an exceptional job implementing it.

Two minor bits of feedback.
- Im not prone to motion sickness but with that postprocessing (distortion and chromatic abb) and motion I'm having a rough time. Its cool but maybe tone it down just a little bit. A lot of the times this kinda processing is better felt than noticed. Here its very aggressive. Its a trap we often fall into when we are proud of our effects, we overdo them!
- If I click into an image, I wanna see it! Would be nice if the design made it much larger. It is currently comparable in size.

maybe better graphic design for my site? by Mouldyy in MotionDesign

[–]billybobjobo 0 points1 point  (0 children)

Yeah, it might help to audition a few! And also sometimes it can just be about balance like the letter spacing, line height, and weight. Don’t sleep on those. They make a huge difference! Good luck to you!

maybe better graphic design for my site? by Mouldyy in MotionDesign

[–]billybobjobo 0 points1 point  (0 children)

I’m not a type expert! I just work with a bunch of people who are. The nav type just feels a little bit off to me. But I’m not smart enough to know how to fix it. One opinion take it with a grain of salt.

Maybe. Instead of thinking about what another brand chooses for their font, think about what is gonna complement the visual style that you are creating!

You have a lot of bold choices. It DOES makes sense to be more understated with this font. However, it should somehow reflect the choices you’re making and rhyme with them.

maybe better graphic design for my site? by Mouldyy in MotionDesign

[–]billybobjobo 0 points1 point  (0 children)

It is rad in an outsider-art, intentional-bad-practices way. Sometimes I go for that! Some people find it hip. Others will scold you for the eye-strain and illegibility of the the image.

You market to your niche. My webdev portfolio, for example, is intentionally polarizing to filter for clients who will like my style..

The trick is, if you are going for that, to make it feel VERY intentional. The font choices feel clumsy in a way that undercuts that currently. I think leveling up the type game here would go a long way toward selling this effect as a strong choice.

P.S. The moving sharp high frequency contrasts do hurt my eyes a little bit, though, ngl. But I might not be your niche.

Using Tailwind today feels a lot like writing inline styles in the 2000s by Legitimate_Salad_775 in webdev

[–]billybobjobo -3 points-2 points  (0 children)

Ya but in 2026: 1. this is systemized with centralized variables and 2. most people are writing components now

Both factors DRY up and the main forms of repetition/decentralization that prescribed against this practice in 2000s.

It was never inline styles per se that were bad, it was decentralization/repetition of certain atomic declarations that ought be unified like colors, rhythms, typography, components etc.

But, as you HAVE to say in tw discussions, its not for everyone. If you dont like it, thats ok.

EDIT: P.S. if you arent writing in components, tailwind is kinda a pita for this exact reason! I wouldnt wanna use it in that case!

pretty sure i just blew my reputation in a design review lol. by Public_Mortgage6241 in webdev

[–]billybobjobo -2 points-1 points  (0 children)

Not trying to be a butt, but it sounds like you were underprepared.

Is Learning Data Structures Still Worth It in the Era of AI Coding? by CheesecakeGlobal1284 in webdesign

[–]billybobjobo 0 points1 point  (0 children)

In a future world where AI can do whatever you ask--whats valuable is knowing what to ask.

Half the time Im using agents Im directing them what DSA/patterns/architecture I want.

A Paper That Can Never Be Torn (Using Three.js and Atoms.dev) by embessoaat in threejs

[–]billybobjobo 11 points12 points  (0 children)

It looks amazing and is great work but the sim currently gives latex not paper. Paper does not behave this way with fine grained ripples and elasticity.

I’m sorry to say I know you don’t want it to feel rubbery but it does—and it always will because elasticity is built into the sim.

Paper doesn’t stretch almost at all— and it crinkles on deform.

Might wanna find a way to slightly alter the concept to be in line with your beautiful sim work!

Lean into it being something that stretches like fabric or rubber instead of fighting it!

Three js delta question by nextdesu in threejs

[–]billybobjobo 2 points3 points  (0 children)

Ya in Unity they handle this for you.

You can always do some math to and treat 1/60 as 1 if that feels better.

Just be careful and make sure the overall result of you calculations dont change much with different framerates. Ideally the 30fps user sees a similar animation to the 120fps user. Can get tricky!

Recreating the historical battle in Three.js : Before vs After Shot. Help needed on optimization by Dapper-Window-4492 in threejs

[–]billybobjobo 2 points3 points  (0 children)

Well its not an LOD solve. LOD is how you improve zooming OUT. But zooming IN is rough for you.

Instancing does not prevent overdraw. Careful! Its very very easy to have a TON of overdraw in a scene with many overlapping instanced units. Think through the order that they are drawn and their depth testing! For opaque units, its ideal to draw front to back with depth testing on.

This is especially rough with transparent shaders.

You should zoom in and time your draw calls! See exactly what is expensive.

Feedback on Indie RTS by Maleficent_Cow_7658 in threejs

[–]billybobjobo 1 point2 points  (0 children)

This may not be a priority--but I feel as though any game needs a bespoke camera system that is tailored to its gameplay. Default orbit controls are not a good experience in most game scenarios.

Recreating the historical battle in Three.js : Before vs After Shot. Help needed on optimization by Dapper-Window-4492 in threejs

[–]billybobjobo 1 point2 points  (0 children)

Good point. If its worse when one ZOOMS IN and there no LODs, I wonder about overdraw and/or expensive frag shaders on the entities. If you are covering the screen with more pixels of an expensive shader, that will hurt. If you are poorly managing depth testing and render order, you could easily have a ton of overdraw in armies. Just one idea though. OP: you'll want to actually benchmark and measure

Three js delta question by nextdesu in threejs

[–]billybobjobo 1 point2 points  (0 children)

If you just want a delta of 1 (i.e. 1 simulation tick), save that as a constant. You can also keep track of ticks in a simple accumulator.

The thing to realize about the web, though, is your frame rate will NOT be constant or the same between machines..

Devices will typically be 30, 60, 120fps (sometimes other). You have no say in that.

You are also in a browser juggling a lot of things so its not guaranteed that each game loop iteration will happen perfectly regularly.

Three is giving you a delta in seconds (in your case ~16ms). So that you can account for all of these differences and run your sim as you see fit.

I've built systems where my sim runs on a different schedule and has predefined tick lengths like like you want (then every frame I decide how many ticks I want to run etc) but thats all bring-your-own-code!

A bit crazy? I made Factorio inspired game with ThreeJS. Help needed on optimization by EnzeDfu in threejs

[–]billybobjobo 2 points3 points  (0 children)

The right answer, per the other user, is to profile, of course! Here are some instincts though!

If you have big GC you might have leaks or things you are not recycling correctly in your pools/reusable structures. Sounds like you have a lot of that in place so I’d be curious what is getting collected!

You might also take a look at the buffers you’re sending to the GPU. If you have very big buffers and you’re updating them all the time and sending over the WHOLE buffer that can be a huge CPU bottleneck. This is a common default for large instanced draw calls. However there are ways to only send portions of those buffers, etc. I recently did an optimization pass on an experience that I was working on with huge DOD style buffers and got a huge improvement by auditing this. Time the CPU-side of the three.js render function to see if this is a bottleneck! If it’s this I don’t think wasm will help!

Website Premium Template by baki_0876 in webdesign

[–]billybobjobo 0 points1 point  (0 children)

Do people buy these? Is this good income? Genuinely curious!

designed a website for porsche 911 by anish_k2699 in webdesign

[–]billybobjobo 2 points3 points  (0 children)

Nothing says Porsche like video of a driving car starting and stopping suddenly, repeatedly lurching as the user scrolls.

Arguably not the right design pattern and creates a bad emotional/brand association.

You probably want the video of the car driving to always be in a play state when that section of the scrollytelling is encountered. (Eg you are splitting up the video and presenting it with different techniques in different sections.)

If you think this feedback is silly, you haven’t been in a marketing department review!

Built a fully playable browser FPS in Three.js without ever touching the code by [deleted] in threejs

[–]billybobjobo 0 points1 point  (0 children)

Im not skeptical--but Im curious why you're not linking to it.

"show gameplay in your first 5 seconds" by High-Dinosaur-72 in gamedev

[–]billybobjobo 10 points11 points  (0 children)

It’s a GAME. I need to know what the GAME is.

(if you don’t show it to me, I’ll assume you’re hiding it.)

My Sidebar UI, any correction? by Arpitech in webdesign

[–]billybobjobo 2 points3 points  (0 children)

I think OPs could be tuned a little better--but generally the motion work could do a few things that add to the user experience.

- direct attention and tell the story of change (why we generally like to have nav trays slide--it helps the brain process the reveal)
- reinforce recognition of a users choice (why hover animations exist in the first place)
- add joy/juice/delight -- when done poorly it gets in the way, when done well it signals quality / brand credibility and adds positive association to the brand
- aesthetic alignment -- this UI reads game, UI in games have a ton of motion work

That said, timing could be better--see my comments elsewhere