I have wanted to venture into Three.js for a long time now, but every time I tried I got intimidated and scared off. To be honest WebGL can be very intimidating! So I had this inner fight between the stressed me and the me that wants to learn this "craft" to increase my knowledge, be able to do even cooler things in the Web and possibly offer something new to my clients, that not many designers offer.

This fight has been solved with the Final Graphic Project class over at my university. In which I have to think about the way I present my self to the public and come up with an identity, visual language for my self. Since I always level between code and design and I often try to come up with solutions that incorporate both, I thus consider my self a universal designer, call me a unicorn or whatever.

I wanted an identity that moves, something like water that can transform, adapt, be universal. I had some initial ideas with a background element that adjusts to the content that the screen is currently on, while this was cool and all, it backfired after coding the whole thing and having multiple different website parts. It would be a PAIN IN THE BUTT to do that. And so I sat down and thought.. why not use this opportunity to take a look at that Three.js library once and for all!?

Week #1

I spent a good chunk of the class drowning in Three.js and oh boy were the beginnings hard. And I mean HARD. I decided I will do a simple "terrain" generator, since I want something like water I might as well make a water plane that moves. My expectations were high and I was certain that I can do this. But then the giant world of WebGL said NO. And my first attempt at something like that ended up with a never-ending generator of random lines, resulting in quick browser crash.

--to be written--