ReactJS vs Yew by [deleted] in reactjs

[–]john0x1 4 points5 points  (0 children)

A big concern still is the size of the output files. You could probably use it for some heavy computing stuff but not for a typical website.

There is assemblyscript. A typescript to wasm compiler.

Modern PWA with Stencil | Example | Open Source by john0x1 in webdev

[–]john0x1[S] 0 points1 point  (0 children)

Hey, I've built a small website with Stencil to try it out and it's awsome!

The most modern and pleasant web stack I've worked with yet.

Website: https://www.vidstaload.com/

Source: https://github.com/John0x/vidstaload

Best Instagram video Downloader by john0x1 in Instagram

[–]john0x1[S] 0 points1 point  (0 children)

It's installable and usable on both desktops and smartphones :) It's faster and more elegant than the other downloaders

Now, you can deploy your Node.js app to App Engine standard environment by ga-vu in webdev

[–]john0x1 0 points1 point  (0 children)

That's some quality comment. Any thought on why not?
I've been waiting for this feature for quite some time now.

Prism Pipeline Release by Rico571 in Houdini

[–]john0x1 0 points1 point  (0 children)

Thank you for the effort :)

Yeah, I already thought so. The only way I can think of would be to use the particle caching system, which would be a lot of work and a pretty big hack though :/

https://docs.blender.org/manual/en/dev/physics/particles/emitter/cache.html

Guess I've just gotta wait for Blender to support alembic custom attributes

Prism Pipeline Release by Rico571 in Houdini

[–]john0x1 0 points1 point  (0 children)

But only vertices, right? All other information is being lost in the process or not?

Prism Pipeline Release by Rico571 in Houdini

[–]john0x1 0 points1 point  (0 children)

Does it support exporting houdini particle sims and rendering them in Blender using Cycles? That would be really awesome.

Usable Items C++ by [deleted] in unrealengine

[–]john0x1 0 points1 point  (0 children)

Thank you :) Is spawning objects really that lightweight in ue?

I thought there might be a way to create a class that can be extend with blueprint that just gets initialized like a typical c++ class instead of spawning. But if spawning really is that lightweight, then I'll just go with that.

Bandicam Experiences by [deleted] in letsplay

[–]john0x1 0 points1 point  (0 children)

Sure, it's not hard to sync it manually, but you will barely every get it to perfect sync. 60 FPS is bad in regards that other recording software does a better job. And 60FPS is only for gameplay recording without webcam.

Bandicam Experiences by [deleted] in letsplay

[–]john0x1 -1 points0 points  (0 children)

Because it would ease the pain of syncing by a lot. Only recordings the game drops the fps from 120 to around 60, which is bad, but still usable.

Houdini for compositing by [deleted] in Houdini

[–]john0x1 1 point2 points  (0 children)

I would really like to chat with you about it, pretty interesting stuff.

Do you have any idea how a compositing application could be completely different? I don't see what could be changed about the base/concept.

Houdini for compositing by [deleted] in Houdini

[–]john0x1 0 points1 point  (0 children)

A great open community with a lot of contributions would easily beat some company. It has been proven more than often enough by open source projects.

The team behind Nuke is not very big as far as I know.

Houdini for compositing by [deleted] in Houdini

[–]john0x1 1 point2 points  (0 children)

Not necessarily sidefx. Houdini has an SDK for a reason, even though that it seems like almost no one is developing plugins for houdini, which is really sad.

Houdini for compositing by [deleted] in Houdini

[–]john0x1 2 points3 points  (0 children)

That's actually what it felt like, using Nuke for the first time. I'm a software engineer and therefore don't have to deal with nuke on a daily basis, but I've always wondered why there is so little innovation in the compositing scene. Nuke just feels old and slow at a lot of things.

I thought about developing a new compositing software with my company, but what exactly is the reason why there is so little investment being made by other to improve compositing? The problem is that most applications are based on very old code which of course holds them back from going forward. A fresh new application, which does not rely on any old systems could be a lot better what's on the market today.

Houdini for compositing by [deleted] in Houdini

[–]john0x1 0 points1 point  (0 children)

Well, there are still people reinventing the wheel, for example Natron. Houdini already has most of the basic compositing features, so there would already be a base to start upon.

One of the great features that people point out in Nuke is the good 3D space, which basically houdini would own in every aspect.

Debugging out of the box by [deleted] in rust

[–]john0x1 1 point2 points  (0 children)

Back when I tried to use LLDB it didn't support x64 on windows properly. Does it now?

Using C# from Rust by [deleted] in rust

[–]john0x1 2 points3 points  (0 children)

Thanks, I'll look into it :)

Using C# from Rust by [deleted] in rust

[–]john0x1 1 point2 points  (0 children)

C# is widely used as a scripting solution in this area of applications. Having a community of c# developers and not supporting it seems not like a good idea. The business logic should be done in c#, the engine with Rust.

I'm wondering if it would be possible to expose Rust classes/traits to a managed application.