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In 2023, very few people know that I've produced a free ebook containing several hundred refs on Node.js alone. And that I continue to update it with top-notch content. If you like it think to give the repo a star :)
github.com/fraxken/ebook_nod…
I reached what I had in mind for an MVP of my voxel level/terrain editor and it's working offline with a static build. Available here: jollypixel.github.io/editor/… #gamedev #threejs
Spending a bit of my time reading a bit more on DDD and doing strategic design.. Nothing crazy but help me quite a lot ^-^
When I started my editor, the block library was a real 3D WebGL renderer. Now it's a 2D canvas with static images rendered using the main renderer viewport GPU. Only selected or focused blocks rotate on themselves and are updated once per frame.
Incredible how far you can go with CDP and Playwright for A/B testing. I'm trying to keep <1s of cold start for my editors (that's hard).
I'm now running my UI tookit E2E test suite in 15 seconds instead of 80 seconds. Learned a few things along the way on Playwright.
Lot of things to manage there.. Previous frame state, UI collision, suspension and priority, cross-platform and layout bindings etc.
Implemented support of templates that we can reuse. And adding controls in the rendering for rotation and flipping of selected layer/template.
Playing a bit with AI (Opus 5.5) and my @threejs voxel engine to generate a world from zero. Then I opened it inside my editor to explore with two friends. Used AI to give feedback on what could be missing in the API and runtime ^-^












