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rufus31415

18 karma · joined March 29, 2020

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rufus31415··on Handtrack.js: A library for prototyping realtime hand detection in the browser
WebXR is a JS API that, among other things, allows you to track hands using the device's capabilities. Handtrack.js is a good alternative for browsers that are not compatible with WebXR.
rufus31415··on Show HN: React WebGL component: 45 3D formats viewer.Should I industrialize it?
Assimp, TriLib and some Unity native features
rufus31415··on Show HN: HoloLens 2 pure JavaScript WebGL simulator (prototype)
In fact, I say it's a Hololens simulation because you can simulate the hands with the SHIFT and SPACE keys, and toggle them with the T and Y keys. I also want to transform this demo to show VR controllers instead of hands
rufus31415··on Show HN: React WebGL component: 45 3D formats viewer.Should I industrialize it?
Indeed, Unity's main problem is that its core weighs ~3MB and we can't do without it. But for a professional use, where the user can afford to wait a few seconds for the loading, it seems to me suitable. It's possible to cache the core so that it won't need to be reloaded in the future. WebGL export is officially not supported on mobile (even if unity supports touch screens), but in fact, when you know what doesn't work on mobile (some shaders and textures), you have to be careful.

The big advantage of Unity is the speed of development, the huge community, tons of free resources, an active forum and very powerful features. I don't know enough about other engine, so I cannot help you for choosing

rufus31415··on Show HN: React WebGL component: 45 3D formats viewer.Should I industrialize it?
Babylon.js or Three.js are pure javascript libraries. Unlike Unity, they are light and do not require an IDE. They are free and open source. By the way, I'm thinking of compiling the loader for Babylon or Three. I chose Unity here because I master more and because the integration of C++ (for the libs I bought to decode some formats) is simpler. I also chose Unity because I would like to use my loader to create an augmented/virtual reality 3D model viewer application for Hololens, Open VR, w10 Headsets, ... And Unity can compile the same code for targets that have nothing to do with each other.
rufus31415··on Show HN: 4x4x4 Rubik's Cube solving machine
I worked very hard to get it accepted as is. But it's obvious that if a professional had written this patent, it would have been more general and robust. But it's expensive, especially to make it world-wide, and that's not at all what I want. This patent was a non-technical aside in this project.
rufus31415··on Show HN: 4x4x4 Rubik's Cube solving machine
It was for the exercise of filing a patent without the help of a lawyer. I've always wanted to see how difficult it is. Although this is a novel manipulation device, I'm not sure if it will ever have an industrial application, but it's been accepted so it's cool, I'm glad. I don't care about intellectual property and I wouldn't sue anyone.
rufus31415··on Show HN: 4x4x4 Rubik's Cube solving machine
Exactly the same way as the middle layers. A motor rotates each outer layers. On the other hand, the complicated thing to understand is that the cube has 6 outer layers (left, right, front, back, top, bottom). But in this kinematics, only 3 outer layers move (left, front, top) and the 3 others remain fixed during the resolution, hence the fact that we see the fixed corner common to all these 3 fixed layers. If the algorithm calculates that we must move a fixed layer, the 3 others will move in the other direction. That's why, although it's a 4x4x4 cube, there are 3 motors per dimension, so 9 motors in total.