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rewrite of js to glsl code, better organized with types, rely more on conversion at the ast level rather than by executing js. this will allow more programs to run, and the generated glsl will be more readable.
vanilla js mode as base library, operator overloading as optional layer
base api supports both sdf and mesh backends (certain operations like csg would have no effect or use alternative implementations). this allows creating many objects (much like p5 webgl api) but maintains unified scope for geometry material/lighting/color
designed to easily plug into other pbr lighting systems by default
better game engine plugins
wasm?
texture/multipass support
Function instead of eval
way more built in geometries
importing and exporting shapes
built in sdf function analysis, particularly for automatic bounds calculations, step size, or other optimizations
vector noise
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The text was updated successfully, but these errors were encountered: