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by tuckerconnelly 1773 days ago
I really don't think React will be the go-to tool for VR; it's based on the DOM and trees of function calls, which are both hierarchical, which necessarily means you have the gorilla-banana problem.

If you have a coffee cup on a table in VR, is that coffee cup a child of the table? How do you move the coffee cup off the table and put it onto another table? Is it now a child of that other table? What about the coffee in the cup? Is that a child of the cup? How do you change properties of the coffee without necessarily accessing the table and the cup?

Developers working on 3D systems have developed much better paradigms than the DOM for dealing with this problem. An Entity-Component-System architecture with "constraints" is the current best solution. In that architecture, you would create a coffee cup "entity" with a mesh "component" with another "constraint" component, constraining that coffee cup to the table (or better yet, mass component acted on by a physics system). Then you can simply remove the constraint component when removing the cup from one table, and re-add the constraint component when adding it to the other table.

Overall, I think web developers are in for some intense learning and paradigm shifts if 3D becomes the norm.

6 comments

I don't see why an ECS would be incompatible with a DOM tree.

As for the gorilla-banana problem, I would think all objects in a scene would be under the root, with the exception of pieces that make up a thing and rarely separate (wheels on a car, for example).

While not incompatible with ECS, the DOM and this renderer go all-in on the javascript event-loop. You would have to write your own run loop, which executes the systems on every frame (ideally creating a DAG and executing in parallel while possible), and leave the event loop behind, with all the niceties like `onClick`, to go full ECS. Otherwise you'll create some Frankenstein monster of part ECS, part event-loop, part declarative React.

Additionally, you can throw OOP in that mix as well, because Three.js has it's own whole OOP-style framework, that you're strapping declarative React on top of with this renderer. Reminds me of Jonathan Blow's talk on the end of civilization via endless layers of abstraction[1].

I really think, when it's ready, a Bevy[2]-style system either native or compiled to WASM with WebGPU will be ideal.

And while I'm airing opinions (forgive me), I think writing shaders now is like SQL 30 years ago. Developers left optimizing difficult--according to them--SQL to database administrators by abstracting it away into ORMs. If history is any indicator, I think we'll be having the same arguments on Hacker News 30 years from now about 3D frameworks vs writing shaders directly as we're having now about ORMs vs writing SQL directly.

[1] https://www.youtube.com/watch?v=pW-SOdj4Kkk

[2] https://bevyengine.org/

It's not that it's incompatible, it's that when the ECS is the primary tool for organization, a DOM tree (or scenegraph) is merely one way of iterating over the entities - not the way.

This provides tons of benefits, so for example you can also decide to iterate over the entites by shader program and gain significant speedups for graphics processing, or maintain components that roughly sort them by their position in world space for physics and culling or lighting, etc.

For a crude analogy, imagine if Document.querySelectorAll() were a zero-cost abstraction, i.e. it ran as fast as iterating over linear memory. In practice this isn't how it turns out with an ECS, but it's much closer and you can get this kind of performance for the "hot path" kind of queries.

To add to the sibling comment, there's another wonderful Rust ECS called shipyard[0] and I helped write a scenegraph for it (which I really need to update, one of these days)[1]

[0] https://github.com/leudz/shipyard

[1] https://github.com/dakom/shipyard-scenegraph

React is not based on the dom, R3f merely expresses regular threejs which works as an object graph. Three is the usual choice for 3D on the web, if you use it once you'll see that it is also quite natural. There is no conflict between the two and react certainly doesn't change any rules or apis, it just builds a graph, which you would normally form imperatively.
React is inspired by the DOM and they split it before 1.0 IIRC, but that misses the forest for the trees. The main issue I had is that React, Three.js, and R3F are all hierarchical/tree-like (what you and Three.js are calling a graph). You can technically yes, build 3D scenes, but anything non-trivial will be very awkward.

Let's say you're building a game where you want a sphere to stick to whatever player you throw it at. How would you do that with a scene graph/OOP model? It'd be awkward, removing objects from one parent and adding them to another. Even more awkward if it's a complex object and you only want a part of that complex object to stick to the player. ECS + a constraint or physics system does a decent job (not perfect) of handling this in a relatively elegant and performant way.

I've used Three.js enough--built my portfolio[1] out of it, and then switched to Babylon when I realized how little I liked Three.js. For the record, I also dislike Babylon.

[1] https://tuckerconnelly.com

i have yet to encounter something that shouldn't be expressed as a graph. three, babylon, ogl, blender, gltf, cad, games, they're all scene aligned. that doesn't seem to be a conflict since you still use shaders, physics, ecs and so on.

could you go more into detail what you mean when you say "anything non trivial"? is there a real example of something that would not be possible to create in, say, threejs?

https://codesandbox.io/embed/simple-physics-demo-with-debug-...

There's some excellent demos of how this works with this library with a full physics engine. Loads great even on my phone.

Nothing in R3F prevents you from organizing your scene like that
AFAIK Unity has scene tree(items on table belong to table for example), so it seems compatible. Usually 3D transforms work on scene subtrees.
Aren’t nested coordinate systems a quite natural match for a DOM-like tree structure?