Cool site, as somebody else has pointed out it's not entirely clear what to do once you land on the site.
I don't know how easy it is to accomplish with React Three Fiber, but something as simple as having paving `cursor: pointer` on links would be great, as well as an indicator that they'll open in a new tab (typically conveyed through the little box with an arrow going top right).
Fun little project though, I've always wanted to try something similar in the browser.
You know it is going to be good when the laptop turbines start whistling as soon as you click a link ...
Haha, so true
Some feedback:
1. I spent a while clicking and dragging and not realizing that it works by scrolling.
2. There's no way to tell what's clickable.
At first I just clicked on the guy in the cage which sent me to the 2D website and I thought that was it. I didn't realize that you can scroll down to see other stuff until much later.
Thanks for the feedback! Planning on adding an indication to scroll, and some sort of effect for clickable items. Also planning to remove the boat/cage taking you to other page, it made sense in a previous version of the site.
Does anyone remember that mid-2000s, 3D competitor to Flash? i think the name started with A like Ankh or something like that but I could be wildly off. It had an IDE and basically ran as a plugin in the browser. It died a quiet death.
This site kinda sorta reminds me of that.
Forget what it's called - if someone does, please post more info!
Maybe one of these? https://www.gamedev.net/forums/topic/297894-good-3d-browser-...
Your description also made me think of babylon js, but that was later.
Also maybe java applets?
Not Adobe shockwave, right?
No, this was a completely different, but competing product. the IDE was intended for, to some extent, simple 3D modeling/importing of 3D models, and you could launch a browser instance to see the output.
This has been a work and progress for a while now. A few months back the site used orbital controls, but I realized the UI/UX (Especially for non tech savy users) was unintuitive. Working to settle on a middle ground.
It's a nice scene - a bit busy overall but not bad, if I was hiring for an entry level R3F dev this would be a good thing to show me.
However, for me (very familiar with orbit controls) the controls are now very unintuitive. I think it's better to have a combo of orbit controls, perhaps constraining one or more axes, and animating the camera to transition between different pivot points on click (and maybe change the constraints to suit each particular view). Note that Yomotsu's CameraControls (available via Drei) give a lot better control for this kind of thing than the standard OrbitControls.
If you're going for a 3d interface, no matter the control system, some people won't be familiar with it. The best solution is to accept this and go with the thing the largest number of people will be familiar with (so basically orbit controls), not to roll your own interface that now makes it unfamiliar to everyone.
Looks good, I was looking into react-three-fiber as well for my site.
*work in progress by the way
Also check out the projects/about page by clicking on the old mac!
Nice, but I really really really wish to use the arrow keys to rotate.
just wow can i know how did you build this ? put me on track also how long it took you to build ?
I’m glad you like it!
I built the initial version in about a week.
If you’re comfortable with react already you can use React Three Fiber, and a few libraries associated with it like drei. This can also be done with vanilla three.js.
I would say look for some 3D models you like on a site like sketchfab, and think of what you could build related to the 3D object. Even better, if you have some 3D modeling experience, create a model yourself and maybe a fun little website with it!
thank you i will go for it
looks fun! screams "junior developer that thinks they need to stand out", peons praise getting a call back to a job application as if getting that is a done deal, but in this industry you'll still have to pass the technical interview which is the real make or break
I've heard about the frictions with getting call backs in the entry level part of the market, and I think its just best to cosplay as senior developer, as its mostly a mindset. you'll lose some roles for your mistakes but there is no passported reputation here, just get employed, wait for some of your coworkers to leave so they can be your collection of references, and keep applying to other jobs.
to get the first jobs, form an LLC and say you work for that, for some time if it works better to get to the hiring manager
I mean, you were building some stuff through college after all right? so its true, backdate it back to your sophomore year, bam 3 years experience. such ambitious, much wow
launder real experience on top of it and replace your resume with that professional validation
I don't think I "need to stand out", but I do think standing out is a good thing.
Who hurt you?
Cool idea, using shapen.com you could quickly generate all the 3d models