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Suggestion on dynamic shape generation


Sia
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I'm researching about creating a visual " algebra geometry " desktop game-oriented app for students which the user can create 2D primitive shapes and parametric shape patterns with help of numeric-nodes. the similar application would be something like " grasshopper "  plugin for  " rhino 3d ". In parametric patterns user may create some thing around 1000 to 1500 user-defined shapes which each shape:
- has its own animation for vertices, position, rotation
- may response to mouse interactions
- has its own color or texture and stroke
- will be generated dynamically in runtime base on user input

also I have to code a mini node base editor . I've seen and study web-techs and precious libs and frameworks like Pixi and searched alot about best practices. I have some questions and I'll be grateful if you help me to find the answers:
- is web-techs suitable for the application?
- according to what I absorbed from API docs, PIXI.Graphics is designed for none-continues changing shapes so should I instead extend PIXI.Mesh or the Graphics does the job? what is the best way of creating such a shape?
- should the custom-shape class be my biggest concern or there are other performance related things I need to take care of?
- any further suggestion ?


thanks   ?

07-15-2020000001.jpg

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You can copy Graphics and improve it. There are many adjustments that can be made to styles. You can even make custom shader where styles will be handled in uniforms , so you dont have to rebuild buffers each time you change style. 

If you dont know webgl internals that all isnt possible, and all specialists are busy at the moment, you have no other option than to learn source code.

Also, anti-anliasing will be a problem if you start applying filters on shapes, I have a solution for that already, https://github.com/gameofbombs/pixi-blit , but, again, if you didnt make a habit to look in pixijs internals - it wont help you.

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2 hours ago, ivan.popelyshev said:

You can copy Graphics and improve it. There are many adjustments that can be made to styles. You can even make custom shader where styles will be handled in uniforms , so you dont have to rebuild buffers each time you change style. 

If you dont know webgl internals that all isnt possible, and all specialists are busy at the moment, you have no other option than to learn source code.

Also, anti-anliasing will be a problem if you start applying filters on shapes, I have a solution for that already, https://github.com/gameofbombs/pixi-blit , but, again, if you didnt make a habit to look in pixijs internals - it wont help you.

Hi dear Ivan , thanks for the reply and the great link .

By copying you mean editing Pixi's Graphics class source code ?

The only reason I mentioned Mesh class was avoiding Graphics.clear() on redraw but then I have to write all the path functionalities like moveTo and lineTo for Mesh object am I right?

I'm kinda ok with glsl , actually it's addictive .

Edited by Sia
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