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by legrisch 506 days ago
Hey HN, thanks for posting. My name is Grischa, I'm the creator of Threlte. Here's a blog post of what's new in Threlte 8: https://threlte.xyz/blog/threlte-8

Threlte is a renderer and component library for using Three.js in a declarative and state-driven way in Svelte apps. It provides strictly typed components for deep reactivity and interactivity out-of-the-box.

It's suffice to say it was a whole lot of work and a great challenge to make use of Svelte 5. A lot of the important parts have been rewritten to make use of the new reactivity model, some APIs have been aligned with conventions introduced by Svelte 5 and type safety has been improved all over. Also this release includes the first alpha release of Threlte Studio which is what we call a spatial programming toolset.

If you're looking for an migration guide, it's here: https://threlte.xyz/docs/learn/advanced/migration-guides#thr...

3 comments

You might want to add a small blurb at the beginning of the post explaining what Threlte is as presumably most people coming from HN have no idea.
I found an introduction link up at the right of the upper-left logo, under Documentation:

https://threlte.xyz/docs/learn/getting-started/introduction

  Threlte is a renderer and component library for using Three.js in a declarative and
  state-driven way in Svelte apps. It provides strictly typed components for deep
  reactivity and interactivity out-of-the-box.
Thanks for pointing that out. Unfortunately this post is out of my control, otherwise the title would have already been very different :)
Please add a "What is Threlte?" link section to the page about the release of version 8. You already have this page available as the landing page of the Threlte website ( https://threlte.xyz/ ).

Longer term, I would migrate away from the ".xyz" domain as it's (sadly) now become closely associated with the "Web3/Blockchain" space.

Any chance that Threlte makes it easy to do view-independent rendering / ray tracing? Basically if you have many surfaces in your scene and you want to not just visualize the scene but find out how much light is arriving at any surface (even ones the camera currently can't see), is that something Threlte enables?

I'm interested in computing light that trees receive and want to be able to visualize it but also have even leaves that aren't in view to continue to receive light during the simulation.

The main Raycaster class in three.js (which you can access / use via refs from Threlte) isn't tied to the view, but can be used to cast from any point.

It might get computationally expensive to point that raycaster in many directions and intersect with all leaves. I'm not aware of a way to do "bulk" raycasting in three.js yet.

Separately, the lighting / shadows can compute visually shadow and lighting. But I'm not aware of a way to then easily measure out how much of a mesh is in shadow.

I am also interested in tree simulation -- I'm tinkering on a arborist/lumberjack game where you trim / cut down trees :)

three.js might not be the right fit for computational rendering/raytracing, optimization techniques like frustum culling are more or less baked into the engine.
since you're on HN, i'd maybe copy paste some of your nicer api -> live demo examples on to this post so that people can see how nice and declarative the thing is