npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2024 – Pkg Stats / Ryan Hefner

3fx

v0.1.0

Published

Visual FX!

Downloads

3

Readme

vfx Logo

Version Downloads Bundle Size

Warning This library is (extremely!) work-in-progress. Use at your own risk.

Introduction 👋

three-vfx is a visual effects library for Three.js and react-three-fiber. It aims to be highly performant (with effects almost entirely simulated on the GPU) and easy to extend.

Status ⚠️

This library is currently under heavy development, and is most definitely not ready for any sort of production use whatsoever. If you're interested in giving it a try, you are, however, invited to play with any of the example sandboxes listed below!

Help Wanted! 🙏

If you're into visual effects and/or WebGL/Three.js development, this library could benefit from your help. There are a couple of issues and missing features that could use the help (or input) of people much more familiar with these domains than I am -- please refer to the Roadmap for details.

Examples & Demos 🎓

How this Library Works 🥳

This library aims to be a game-ready library for realtime visual effects in react-three-fiber projects.

It has a focus on performance, while still striving to keep the codebase maintainable and easy to reason about. For this reason, there are certain advanced techniques for particle simulations in WebGL2 that it deliberately chooses not to do, including keeping per-particle state in Frame Buffer Objects; this is why certain features, like particle collisions, are currently not possible.

However, it will happily power most of your game VFX, and it will be very fast doing so!

So, a quick list of things you should know about this library:

  • All effects are particle based, using mesh instancing to render any mesh you throw at them. This allows you to have both simple and complex particles, and have them integrated with your scene's lighting, including shadows. (Support for gl.POINTS particles may be added in the future.)
  • Since we're using mesh instancing, each effect uses a single draw call, no matter how many particles it is composed of.
  • Effects scale from a couple of particles to several hundreds of thousands, or even more. (But for realtime VFX, you rarely need that many.)
  • All particles are fully animated on the GPU, through some custom shader code. Your CPU is not concerned with the animations in any manner and will be free to do other stuff.
  • Particle spawning is controlled from your code, though. Spawning new particles is the only thing where the CPU gets involved. Newly spawned particles are configured by writing values into buffer attributes; only the parts of these buffers that represent newly spawned particles are uploaded to the GPU that frame.
  • You can currently animate velocity, acceleration, scale, color and opacity per particle. At the moment, these are hard-coded in the library's custom shader code, and attributes like color or scale that change over time only animate through linear interpolation (ie. they linearly mutate from a start value to an end value), but there are plans to make these shaders (and the buffers that configure them) composable through code, which will also allow the selection of different easing functions and animation curves.

Hacking & Development 🏗

But if you want to give the thing a whirl and do some hacking on it, clone this repository and run:

yarn && yarn examples

Alternatively, you can launch the examples app on StackBlitz, or just view them on Vercel.

Resources

A couple of links to (possibly free) resources that will help you build cool visual effects.

Questions? 💬

Find me on Twitter or the Poimandres Discord.