Thanks! For gaming: the Bevy demo shows how to calculate real lighting using exact technical parameters from actual products.
for sure it is technical, but the point is it doesn't have to be a big Windows-only app – an installer can estimate what to put where using real data, just in the browser. These files tell much more than a product picture.
Lighting engineers and manufacturers can use it too, though they'd likely want consulting or custom integration, or at least would need some kind of customizable reporting (For Mac there's also a QuickLook extension to browse files visually.)
Thanks!
For gaming: the Bevy demo shows how to calculate real lighting using
exact technical parameters from actual products.
for sure it is technical, but the point is it doesn't have to be a big Windows-only
app – an installer can estimate what to put where using real data,
just in the browser. These files tell much more than a product picture.
Lighting engineers and manufacturers can use it too, though they'd
likely want consulting or custom integration, or at least would need some kind of customizable reporting
(For Mac there's also a QuickLook extension to browse files visually.)
Oh well, it is open source, you are welcome to have a look..
the web part is done in Leptos, the 3D part in Bevy.
Most of it (as much as possible, to share across) is simple Rust.
pyo3 makes it the python-module
uniffi makes the bindings, to Swift/Kotlin
the adaption of it even for CangJue (the Huawei HarmonyOs)
So basically well known and very good Open Source
For wasm to mention, i use wasm-split (the bevy part is quite big and loaded optionally, something like pdf exporter as well should go like this)
Brotli compression is very much recommended, specifically for bevy and font stuff, where it shines compared to zip (sth like 55% savings on zip, but 70% with brotli)
What conditions/what problem/who want to use this? It looks cool, I just have no context. Is it for game dev? Lightbulb manufactures?
Thanks! For gaming: the Bevy demo shows how to calculate real lighting using exact technical parameters from actual products. for sure it is technical, but the point is it doesn't have to be a big Windows-only app – an installer can estimate what to put where using real data, just in the browser. These files tell much more than a product picture. Lighting engineers and manufacturers can use it too, though they'd likely want consulting or custom integration, or at least would need some kind of customizable reporting (For Mac there's also a QuickLook extension to browse files visually.)
Thanks! For gaming: the Bevy demo shows how to calculate real lighting using exact technical parameters from actual products.
for sure it is technical, but the point is it doesn't have to be a big Windows-only app – an installer can estimate what to put where using real data, just in the browser. These files tell much more than a product picture.
Lighting engineers and manufacturers can use it too, though they'd likely want consulting or custom integration, or at least would need some kind of customizable reporting (For Mac there's also a QuickLook extension to browse files visually.)
I am also curious about this. I have worked with wasm and rust, but this product seems alien and fascinating to me
Oh well, it is open source, you are welcome to have a look.. the web part is done in Leptos, the 3D part in Bevy. Most of it (as much as possible, to share across) is simple Rust. pyo3 makes it the python-module uniffi makes the bindings, to Swift/Kotlin the adaption of it even for CangJue (the Huawei HarmonyOs) So basically well known and very good Open Source For wasm to mention, i use wasm-split (the bevy part is quite big and loaded optionally, something like pdf exporter as well should go like this) Brotli compression is very much recommended, specifically for bevy and font stuff, where it shines compared to zip (sth like 55% savings on zip, but 70% with brotli)