Polygonjs v2 is out
Two years in the making, v2 is a complete rewrite rather than an upgrade.
v1 was written in TypeScript, using threejs, and could only run in a browser. Deploying on other platforms was difficult, controlling performance was whack-a-mole. So I went back to the drawing board, rewrote it native-first, still making web exports just as easy as v1.
You can try the demo or download it right now.
Polygonjs remains a generalist 3D tool, with procedural geometry generation, custom materials, particles and interactivity. So it can be used for the same type of project v1 was used for. But I’ll also push stronger in two directions: games and 3D printing.
Games, and especially games with procedural generation, can bring a lot of surprises and joy. But creating them is hard. Iterating on ideas takes time. Making multiple ideas cohabit the same world brings hard-to-debug conflicts. I’m hoping to provide tools that will help tackle those problems.
3D printing brings as much delight as games. Going from a virtual shape that only lives inside a screen, to an object we can actually touch, still feels like science fiction to me. But this isn’t an easy task either. Objects have to be watertight and with as few overhangs and bridges as possible. So Polygonjs will also bring tools to make this easier and faster.
What’s next? I still have lots of examples to add, lots of tutorials to record, lots of new nodes to add or polish. But your feedback really helps me prioritize all this, so don’t hesitate to let me know what you think is missing, and even what you want to build. Feel free to reply to this email, or message in the Discord, Bluesky or Twitter.
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