برچسب: Code

  • Browserling Coupon Code (Summer 2025) ☀

    Browserling Coupon Code (Summer 2025) ☀


    As the summer heat rolls in, it’s time to cool off your browsing experience with Browserling!

    I’m excited to offer you an exclusive summer deal: use the coupon code SUNNYLING25 at the checkout to get a special discount on my service.

    Stay cool and productive with Browserling – your web testing companion for the sunny season.

    PS. Today is the last day this coupon is valid.



    Source link

  • Online Tools Coupon Code (Summer 2025) ☀

    Online Tools Coupon Code (Summer 2025) ☀


    Brighten up your summer projects with Online Tools and my vast collection of utilities, perfect for all your image, text, and data editing needs!

    I’m excited to offer you an exclusive summer offer: use the coupon code SUNNYTOOLS25 at the checkout to get a special discount on my service.

    Don’t let the heat slow down your productivity. Stay ahead and stay efficient this sunny season with my quick and effective tools.

    PS. Today is the last day this coupon is valid.



    Source link

  •   Explained (With Code Snippets Included)



      Explained (With Code Snippets Included)



    Source link

  • [ENG] Improving Your Code Coverage | Microsoft Visual Studio YouTube channel



    [ENG] Improving Your Code Coverage | Microsoft Visual Studio YouTube channel



    Source link

  • Why reaching 100% Code Coverage must NOT be your testing goal (with examples in C#) | Code4IT

    Why reaching 100% Code Coverage must NOT be your testing goal (with examples in C#) | Code4IT


    Average teams aim at 100% Code Coverage just to reach the number. Great teams don’t. Why?

    Table of Contents

    Just a second! 🫷
    If you are here, it means that you are a software developer.
    So, you know that storage, networking, and domain management have a cost .

    If you want to support this blog, please ensure that you have disabled the adblocker for this site.
    I configured Google AdSense to show as few ADS as possible – I don’t want to bother you with lots of ads, but I still need to add some to pay for the resources for my site.

    Thank you for your understanding.
    Davide

    Code Coverage is a valuable metric in software development, especially when it comes to testing. It provides insights into how much of your codebase is exercised by your test suite.

    However, we must recognize that Code Coverage alone should not be the ultimate goal of your testing strategy. It has some known limitations, and 100% Code Coverage does not guarantee your code to be bug-free.

    In this article, we’ll explore why Code Coverage matters, its limitations, and how to balance achieving high coverage and effective testing. We’ll use C# to demonstrate when Code Coverage works well and how you can cheat on the result.

    What Is Code Coverage?

    Code Coverage measures the percentage of code lines, branches, or statements executed during testing. It helps answer questions like:

    • How much of my code is tested?
    • Are there any untested paths or dead code?
    • Which parts of the application need additional test coverage?

    In C#, tools like Cobertura, dotCover, and Visual Studio’s built-in coverage analysis provide Code Coverage reports.

    You may be tempted to think that the higher the coverage, the better the quality of your tests. However, we will soon demonstrate why this assumption is misleading.

    Why Code Coverage Matters

    Clearly, if you write valuable tests, Code Coverage is a great ally.

    A high value of Code Coverage helps you with:

    1. Risk mitigation: High Code Coverage reduces the risk of undiscovered defects. If a piece of code isn’t covered, it will likely contain bugs.
    2. Preventing regressions: code is destined to evolve over time. If you ensure that most of your code is covered by tests, whenever you’ll add some more code you will discover which parts of the existing system are impacted by your changes. If you update the production code and no test fails, it might be a bad sign: you probably need to cover the code you are modifying with enough tests.
    3. Quality assurance: Code Coverage ensures that critical parts of your application are tested thoroughly. Good tests focus on the functional aspects of the code (what) rather than on the technical aspects (how). A good test suite is a safety net against regressions.
    4. Guidance for Testing Efforts: Code Coverage highlights areas that need more attention. It guides developers in writing additional tests where necessary.

    The Limitations of Code Coverage

    While Code Coverage is valuable, it has limitations:

    1. False Sense of Security: Achieving 100% coverage doesn’t guarantee bug-free software. It’s possible to have well-covered code that still contains subtle defects. This is especially true when mocking dependencies.
    2. They focus on Lines, Not Behavior: Code Coverage doesn’t consider the quality of tests. It doesn’t guarantee that the tests covers all possible scenarios.
    3. Ignored Edge Cases: Some code paths (exception handling, rare conditions) are complex to cover. High coverage doesn’t necessarily mean thorough testing.

    3 Practical reasons why Code Coverage percentage can be misleading

    For the sake of this article, I’ve created a dummy .NET API project with the typical three layers: controller, service, and repository.

    It contains a Controller with two endpoints:

    [ApiController]
    [Route("[controller]")]
    public class UniversalWeatherForecastController : ControllerBase
    {
        private readonly IWeatherService _weatherService;
    
        public UniversalWeatherForecastController(IWeatherService weatherService)
        {
            _weatherService = weatherService;
        }
    
        [HttpGet]
        public IEnumerable<Weather> Get(int locationId)
        {
            var forecast = _weatherService.ForecastsByLocation(locationId);
            return forecast.ToList();
        }
    
        [HttpGet("minByPlanet")]
        public Weather GetMinByPlanet(Planet planet)
        {
            return _weatherService.MinTemperatureForPlanet(planet);
        }
    }
    

    The Controller uses the Service:

    public class WeatherService : IWeatherService
    {
        private readonly IWeatherForecastRepository _repository;
    
        public WeatherService(IWeatherForecastRepository repository)
        {
            _repository = repository;
        }
    
        public IEnumerable<Weather> ForecastsByLocation(int locationId)
        {
            ArgumentOutOfRangeException.ThrowIfLessThanOrEqual(locationId, 0);
    
            Location? searchedLocation = _repository.GetLocationById(locationId);
    
            if (searchedLocation == null)
                throw new LocationNotFoundException(locationId);
    
            return searchedLocation.WeatherForecasts;
        }
    
        public Weather MinTemperatureForPlanet(Planet planet)
        {
            var allCitiesInPlanet = _repository.GetLocationsByPlanet(planet);
            int minTemperature = int.MaxValue;
            Weather minWeather = null;
            foreach (var city in allCitiesInPlanet)
            {
                int temperature =
                    city.WeatherForecasts.MinBy(c => c.TemperatureC).TemperatureC;
    
                if (temperature < minTemperature)
                {
                    minTemperature = temperature;
                    minWeather = city.WeatherForecasts.MinBy(c => c.TemperatureC);
                }
            }
            return minWeather;
        }
    }
    

    Finally, the Service calls the Repository, omitted for brevity (it’s just a bunch of items in an in-memory List).

    I then created an NUnit test project to generate the unit tests, focusing on the WeatherService:

    
    public class WeatherServiceTests
    {
        private readonly Mock<IWeatherForecastRepository> _mockRepository;
        private WeatherService _sut;
    
        public WeatherServiceTests() => _mockRepository = new Mock<IWeatherForecastRepository>();
    
        [SetUp]
        public void Setup() => _sut = new WeatherService(_mockRepository.Object);
    
        [TearDown]
        public void Teardown() =>_mockRepository.Reset();
    
        // Tests
    
    }
    

    This class covers two cases, both related to the ForecastsByLocation method of the Service.

    Case 1: when the location exists in the repository, this method must return the related info.

    [Test]
    public void ForecastByLocation_Should_ReturnForecast_When_LocationExists()
    {
        //Arrange
        var forecast = new List<Weather>
            {
                new Weather{
                    Date = DateOnly.FromDateTime(DateTime.Now.AddDays(1)),
                    Summary = "sunny",
                    TemperatureC = 30
                }
            };
    
        var location = new Location
        {
            Id = 1,
            WeatherForecasts = forecast
        };
    
        _mockRepository.Setup(r => r.GetLocationById(1)).Returns(location);
    
        //Act
        var resultForecast = _sut.ForecastsByLocation(1);
    
        //Assert
        CollectionAssert.AreEquivalent(forecast, resultForecast);
    }
    

    Case 2: when the location does not exist in the repository, the method should throw a LocationNotFoundException.

    [Test]
    public void ForecastByLocation_Should_Throw_When_LocationDoesNotExists()
    {
        //Arrange
        _mockRepository.Setup(r => r.GetLocationById(1)).Returns<Location?>(null);
    
        //Act + Assert
        Assert.Catch<LocationNotFoundException>(() => _sut.ForecastsByLocation(1));
    }
    

    We then can run the Code Coverage report and see the result:

    Initial Code Coverage

    Tests cover 16% of lines and 25% of branches, as shown in the report displayed above.

    Delving into the details of the WeatherService class, we can see that we have reached 100% Code Coverage for the ForecastsByLocation method.

    Code Coverage Details for the Service

    Can we assume that that method is bug-free? Not at all!

    Not all cases may be covered by tests

    Let’s review the method under test.

    public IEnumerable<Weather> ForecastsByLocation(int locationId)
    {
        ArgumentOutOfRangeException.ThrowIfLessThanOrEqual(locationId, 0);
    
        Location? searchedLocation = _repository.GetLocationById(locationId);
    
        if (searchedLocation == null)
            throw new LocationNotFoundException(locationId);
    
        return searchedLocation.WeatherForecasts;
    }
    

    Our tests only covered two cases:

    • the location exists;
    • the location does not exist.

    However, these tests do not cover the following cases:

    • the locationId is less than zero;
    • the locationId is exactly zero (are we sure that 0 is an invalid locationId?)
    • the _repository throws an exception (right now, that exception is not handled);
    • the location does exist, but it has no weather forecast info; is this a valid result? Or should we have thrown another custom exception?

    So, well, we have 100% Code Coverage for this method, yet we have plenty of uncovered cases.

    You can cheat on the result by adding pointless tests

    There’s a simple way to have high Code Coverage without worrying about the quality of the tests: calling the methods and ignoring the result.

    To demonstrate it, we can create one single test method to reach 100% coverage for the Repository, without even knowing what it actually does:

    public class WeatherForecastRepositoryTests
    {
        private readonly WeatherForecastRepository _sut;
    
        public WeatherForecastRepositoryTests() =>
            _sut = new WeatherForecastRepository();
    
        [Test]
        public void TotallyUselessTest()
        {
            _ = _sut.GetLocationById(1);
            _ = _sut.GetLocationsByPlanet(Planet.Jupiter);
    
            Assert.That(1, Is.EqualTo(1));
        }
    }
    

    Here we are: we have reached 53% of total Code Coverage by adding one single test, which does not provide any value!

    We reached 53% Code Coverage without adding useful methods

    As you can see, in fact, the WeatherForecastRepository has now reached 100% Code Coverage.

    The whole class has 100% Code Coverage, even without useful tests

    Great job! Or is it?

    You can cheat by excluding parts of the code

    In C# there is a handy attribute that you can apply to methods and classes: ExcludeFromCodeCoverage.

    While this attribute can be useful for classes that you cannot test, it can be used to inflate the Code Coverage percentage by applying it to classes and methods you don’t want to test (maybe because you are lazy?).

    We can, in fact, add that attribute to every single class like this:

    
    [ApiController]
    [Route("[controller]")]
    [ExcludeFromCodeCoverage]
    public class UniversalWeatherForecastController : ControllerBase
    {
        // omitted
    }
    
    [ExcludeFromCodeCoverage]
    public class WeatherService : IWeatherService
    {
        // omitted
    }
    
    [ExcludeFromCodeCoverage]
    public class WeatherForecastRepository : IWeatherForecastRepository
    {
        // omitted
    }
    

    You can then add the same attribute to all the other classes – even the Program class! – to reach 100% Code Coverage without writing lots of test.

    100% Code Coverage, but without any test

    Note: to reach 100% I had to exclude everything but the tests on the Repository: otherwise, if I had exactly zero methods under tests, the final Code Coverage would’ve been 0.

    Beyond Code Coverage: Effective Testing Strategies

    As we saw, high Code Coverage is not enough. It’s a good starting point, but it must not be the final goal.

    We can, indeed, focus our efforts in different areas:

    1. Test Quality: Prioritize writing meaningful tests over chasing high coverage. Focus on edge cases, boundary values, and scenarios that matter to users.
    2. Exploratory Testing: Manual testing complements automated tests. Exploratory testing uncovers issues that automated tests might miss.
    3. Mutation Testing: Instead of just measuring coverage, consider mutation testing. It introduces artificial defects and checks if tests catch them.

    Finally, my suggestion is to focus on integration tests rather than on unit tests: this testing strategy is called Testing Diamond.

    Further readings

    To generate Code Coverage reports, I used Coverlet, as I explained in this article (which refers to Visual Studio 2019, but the steps are still valid with newer versions).

    🔗 How to view Code Coverage with Coverlet and Visual Studio | Code4IT

    In my opinion, we should not focus all our efforts on Unit Tests. On the contrary, we should write more Integration Tests to ensure that the functionality, as a whole, works correctly.

    This way of defining tests is called Testing Diamond, and I explained it here:

    🔗 Testing Pyramid vs Testing Diamond (and how they affect Code Coverage)

    This article first appeared on Code4IT 🐧

    Finally, I talked about Code Coverage on YouTube as a guest on the VisualStudio Toolbox channel. Check it out here!

    https://www.youtube.com/watch?v=R80G3LJ6ZWc

    Wrapping up

    Code Coverage is a useful metric but should not be the end goal. Aim for a balance: maintain good coverage while ensuring effective testing. Remember that quality matters more than mere numbers. Happy testing! 🚀

    I hope you enjoyed this article! Let’s keep in touch on Twitter or LinkedIn! 🤜🤛

    Happy coding!

    🐧





    Source link

  • Angular Code Review Checklist. – PHPFOREVER

    Angular Code Review Checklist. – PHPFOREVER


    Introduction:

    Code review is a process where developers have their work reviewed by their peers to check the code’s quality and functionality. In the case of Angular, there are specific points that we must check to ensure code effectiveness, which we will be discussing in detail in our upcoming blog post. Effective code reviews are crucial to delivering high-quality applications to end-users. This process involves a peer review of developers’ work. The main aim of this evaluation is to detect any bugs, syntax issues, and other factors that could impact the application’s performance. However, code reviews can be time-consuming. Therefore, we have created a comprehensive list of the most crucial elements to consider during your Angular code reviews.

    Imports Organization:

    You should group your imports by source and arrange them alphabetically, which will help keep your import section organized and tidy.

    Bad Code Example:
    import { Component, OnInit, Input } from '@angular/core';
    import { FormsModule } from '@angular/forms';
    
    import { AuthService } from '../services/auth.service';
    import { BehaviorSubject, Observable, Subject, timer } from 'rxjs';
    import { UserService } from '../services/user.service';
    import { SomeOtherService } from '../services/some-other.service';
    import { SomeComponent } from '../some-component/some-component.component';
    import { AnotherComponent } from '../another-component/another-component.component';
    import { SharedModule } from '../shared/shared.module';
    import { ActivatedRoute, Router } from '@angular/router';
    import { HttpClient, HttpHeaders } from '@angular/common/http';
    
    @Component({
      selector: 'app-component',
      templateUrl: './app.component.html',
      styleUrls: ['./app.component.css']
    })
    export class AppComponent implements OnInit {
      // ...
    }

     

    Good Example (Organized imports order) 

    // Organize Angular modules separately
    import { Component, OnInit, Input } from '@angular/core';
    import { ActivatedRoute, Router } from '@angular/router';
    import { HttpClient, HttpHeaders } from '@angular/common/http';
    import { FormsModule } from '@angular/forms'; 
    
    
    // Organize Rxjs imports separetly 
    import { BehaviorSubject, Observable, Subject, timer } from 'rxjs';
    
    // Organize services imports separetly
    import { AuthService } from '../services/auth.service';
    import { UserService } from '../services/user.service';
    import { SomeOtherService } from '../services/some-other.service';
    
    import { SomeComponent } from '../some-component/some-component.component';
    import { AnotherComponent } from '../another-component/another-component.component';
    
    Service Injection:

    It is recommended to review dependency injection in components and utilize TypeScript’s access modifiers (public, private, etc.).

    Bad Code Example:
    @Component({
      selector: 'app-example',
      templateUrl: './example.component.html',
      styleUrls: ['./example.component.css']
    })
    export class ExampleComponent implements OnInit {
      // ...
     constructor(
        public dialog: MatDialog,
        authService: JobService,
        userService,
        public ref: ChangeDetectorRef,
    
      ) {
      }
    }
    
    Good Example (With private access modifier ):
    @Component({
      selector: 'app-example',
      templateUrl: './example.component.html',
      styleUrls: ['./example.component.css']
    })
    export class ExampleComponent implements OnInit {
      // ...
     constructor(
        private dialog: MatDialog,
        private authService: JobService,
        private userService,
        private ref: ChangeDetectorRef,
    
      ) {
      }
    }

     

    Observable Cleanup:

    Use the async pipe to simplify the component code instead of etching data with observables, doing the subscribe and cleanup in ngOnDestroy.

    Bad Code Example:
    import { Component, OnDestroy, OnInit } from '@angular/core';
    import { Subscription } from 'rxjs';
    import { DataService } from './data.service';
    
    @Component({
      selector: 'app-data-list',
      template: `
        <h2>Data List</h2>
        <ul>
          <li *ngFor="let item of data">{{ item }}</li>
        </ul>
      `,
    })
    export class DataListComponent implements OnInit, OnDestroy {
      data: string[] = [];
      private dataSubscription: Subscription;
    
      constructor(private dataService: DataService) {}
    
      ngOnInit() {
        this.dataSubscription = this.dataService.getData().subscribe((result) => {
          this.data = result;
        });
      }
    
      ngOnDestroy() {
        if (this.dataSubscription) {
          this.dataSubscription.unsubscribe();
        }
      }
    }
    Good Example ( With async pipe):
    import { Component } from '@angular/core';
    import { Observable } from 'rxjs';
    import { DataService } from './data.service';
    
    @Component({
      selector: 'app-data-list',
      template: `
        <h2>Data List</h2>
        <ul>
          <li *ngFor="let item of data$ | async">{{ item }}</li>
        </ul>
      `,
    })
    export class DataListComponent {
      data$: Observable<string[]>;
    
      constructor(private dataService: DataService) {
        this.data$ = this.dataService.getData();
      }
    }
    Property Initialization:

    It is considered a best practice to set default values for properties to prevent runtime errors.

    Bad Code Example ():
    import { Component } from '@angular/core';
    
    @Component({
      selector: 'app-data-grid',
      template: `
        <!-- Data grid rendering code -->
      `,
    })
    export class DataGridComponent {
      data; // No initialization
    
      constructor() {
        // Imagine some logic to populate dataArray dynamically.
      }
    }
    Good Example:
    import { Component } from '@angular/core';
    
    @Component({
      selector: 'app-data-grid',
      template: `
        <!-- Data grid rendering code -->
      `,
    })
    export class DataGridComponent {
      data: any[] = []; // Initialize with an empty array
    
      constructor() {
        // Logic to populate dataArray dynamically.
      }
    }

     

    Component Initialization:

    I recommend reviewing the ngOnInit  method, don’t make it too long. Try to break it into smaller methods for better readability and maintainability.

    Bad Code Example :

    import { Component, OnInit } from '@angular/core';
    import { DataService } from './data.service';
    
    @Component({
      selector: 'app-data-list',
      template: `
        <h2>Data List</h2>
        <ul>
          <li *ngFor="let item of data">{{ item }}</li>
        </ul>
      `,
    })
    export class DataListComponent implements OnInit {
      data: string[] = [];
    
      constructor(private dataService: DataService) {}
    
      ngOnInit() {
        // Fetch data from the service
        this.dataService.getData().subscribe((result) => {
          // Filter and transform the data
          const filteredData = result.filter((item) => item.length > 5);
          const transformedData = filteredData.map((item) => item.toUpperCase());
    
          // Sort the data
          transformedData.sort();
    
          // Set the component data
          this.data = transformedData;
        });
      }
    }

    Good Example (Breaking Down ngOnInit)

     

    import { Component, OnInit } from '@angular/core';
    import { DataService } from './data.service';
    
    @Component({
      selector: 'app-data-list',
      template: `
        <h2>Data List</h2>
        <ul>
          <li *ngFor="let item of data">{{ item }}</li>
        </ul>
      `,
    })
    export class DataListComponent implements OnInit {
      data: string[] = [];
    
      constructor(private dataService: DataService) {}
    
      ngOnInit() {
        this.loadData();
      }
    
      private loadData() {
        this.dataService.getData().subscribe((result) => {
          const filteredData = this.filterData(result);
          const transformedData = this.transformData(filteredData);
          this.data = this.sortData(transformedData);
        });
      }
    
      private filterData(data: string[]): string[] {
        return data.filter((item) => item.length > 5);
      }
    
      private transformData(data: string[]): string[] {
        return data.map((item) => item.toUpperCase());
      }
    
      private sortData(data: string[]): string[] {
        return [...data].sort();
      }
    }
    Consider Extracting Logic to Services:

    If a component logic can be reused in multiple places, we can extract it into services for better code organization and reusability.

    Bad Code Example:

    import { Component } from '@angular/core';
    import { User } from './user.model'; // Assuming User model is imported
    
    @Component({
      selector: 'app-user-management',
      template: `
        <h2>User Management</h2>
        <button Angular Code Review Checklist. - PHPFOREVER="generateTooltipForEditButton(currentUser)">Edit User</button>
      `,
    })
    export class UserManagementComponent {
      currentUser: User;
    
      constructor() {
        // Initialize the currentUser based on user data retrieval
        this.currentUser = this.getUser(/* specify user ID or other criteria */);
      }
    
      generateTooltipForEditButton(user: User): string {
        if (user) {
          if (user.state === 'SUSPENDED') {
            return 'This user is suspended and cannot be edited';
          } else if (user.state === 'INACTIVE') {
            return 'This user is inactive and cannot be edited';
          } else if (!user.authorizedToUpdate) {
            return 'You are not authorized to edit this user';
          } else {
            return 'Edit';
          }
        }
        return 'Edit';
      }
    
      // Simulated method to retrieve a user, replace with actual logic
      getUser(userId: number): User {
        return {
          id: userId,
          name: 'John Doe',
          state: 'ACTIVE',
          authorizedToUpdate: true,
        };
      }
    }

     

    Good Example:

    import { Injectable } from '@angular/core';
    
    @Injectable({
      providedIn: 'root',
    })
    export class UserService {
      // Other user-related methods and properties
    // move the component fucntion to the service 
      getEditUserButtonTooltip(user: User): string {
        if (user) {
          if (user.state === 'SUSPENDED') {
            return 'This user is suspended and cannot be edited';
          } else if (user.state === 'INACTIVE') {
            return 'This user is inactive and cannot be edited';
          } else if (!user.authorizedToUpdate) {
            return 'You are not authorized to edit this user';
          } else {
            return 'Edit';
          }
        }
        return 'Edit';
      }
    }
    
    
    
    
    import { Component } from '@angular/core';
    import { UserService, User } from '../user.service';
    
    @Component({
      selector: 'app-user-management',
      template: `
        <h2>User Management</h2>
        <button Angular Code Review Checklist. - PHPFOREVER="generateTooltipForEditButton(currentUser)">Edit User</button>
      `,
    })
    export class UserManagementComponent {
      currentUser: User;
    
      constructor(private userService: UserService) {
        // Initialize the currentUser based on user data retrieval
        this.currentUser = this.userService.getUser(/* specify user ID or other criteria */);
      }
    
      generateTooltipForEditButton(user: User): string {
        return this.userService.generateTooltipForEditButton(user);
      }
    }
    Hard-Coded Styles:

    It’s important to avoid using inline styles as they can be difficult to maintain. Instead, it’s recommended to define appropriate styling classes.

    Bad Example (Hard-Coded Styles in Template):

    <!-- bad-example.component.html -->
    <div>
      <h2 style="font-size: 24px; color: red;">Welcome to our website</h2>
      <p style="font-size: 18px; color: blue;">This is some text with hard-coded styles.</p>
      <button style="background-color: green; color: white;">Click me</button>
    </div>

    Good Example (Separate Styles in a CSS File) :

    <!-- good-example.component.html -->
    <div>
      <h2>Welcome to our website</h2>
      <p>This is some text with Angular-applied styles.</p>
      <button (click)="onButtonClick()">Click me</button>
    </div>
    
    /* styles.css or component-specific styles file */
    h2 {
      font-size: 24px;
      color: red;
    }
    
    p {
      font-size: 18px;
      color: blue;
    }
    
    button {
      background-color: green;
      color: white;
    }

     

    Angular Dropdown With Search And Multi Select.   Quiz App In Angular.



    Source link

  • Behind the Curtain: Building Aurel’s Grand Theater from Design to Code

    Behind the Curtain: Building Aurel’s Grand Theater from Design to Code


    “Aurel’s Grand Theater” is an experimental, unconventional solo portfolio project that invites users to read case
    studies, solve mysteries to unlock secret pages, or freely explore the theater – jumping around and even smashing
    things!

    I had an absolute blast working on it, even though it took much longer than I anticipated. Once I finally settled on a
    creative direction, the project took about a year to complete – but reaching that direction took nearly two years on
    its own. Throughout the journey, I balanced a full-time job as a lead web developer, freelance gigs, and an unexpected
    relocation to the other side of the world. The cherry on top? I went through
    way
    too many artistic iterations. It ‘s my longest solo project to date, but also one of the most fun and creatively
    rewarding. It gave me the chance to dive deep into creative coding and design.

    This article takes you behind the scenes of the project – covering everything from design to code, including tools,
    inspiration, project architecture, design patterns, and even feature breakdowns with code snippets you can adapt for
    your own work.

    The Creative Process: Behind the Curtain

    Genesis

    After eight years, my portfolio no longer reflected my skills or creativity. I wanted to create something unconventional – an experience where visitors become active participants rather than passive observers. Most importantly, I wanted it to be something I ‘d genuinely enjoy building. I was wrapping up “ Leap for Mankind” at the time and had a blast working on it, blending storytelling with game and interactive elements. I wanted to create another experimental website that combines game mechanics with a narrative experience.

    From the beginning, I envisioned a small character that could freely explore its environment – smashing objects, interacting with surrounding elements, and navigating not just the floor but also vertical spaces by jumping onto tables and chairs. The goal was to transform the portfolio from a passive viewing experience into a fun, interactive one. At the same time, I recognized that some content demands clarity over creativity. For example, case studies require a more traditional format that emphasizes readability.

    One of the key challenges, then, was designing a portfolio that could seamlessly transition between an immersive 3D game world and more conventional documentation pages – without disrupting the overall experience.

    Building the Foundation

    I had a general concept of the website in mind, so I started coding a proof of concept (POC) for the game back in
    2022. In this early version, the player could move around, bump into objects, and jump – laying the foundation for the
    interactive world I envisioned. Interestingly, much of the core code structure from that POC made it into the final
    product. While the technical side was coming together, I still hadn ‘t figured out the artistic direction at that
    point.

    Trials and Errors

    As a full-time web developer, I rarely find myself wrestling with artistic direction. Until now, every freelance and
    side project I took on began with a clear creative vision that simply needed technical execution.

    This time was different. At first, I leaned toward a cartoonish aesthetic with bold outlines, thinking it would
    emphasize my creativity. I tried to convince myself it worked, but something felt off – especially when pairing the
    visual style with the user interface. The disconnect between my vision and its execution was unfamiliar territory, and
    it led me down a long and winding path of creative exploration.

    Early artistic direction

    I experimented with other styles too, like painterly visuals, which held promise but proved too time-consuming. Each
    artistic direction felt either not suitable for me or beyond my practical capabilities as a developer moonlighting as
    a designer.

    The theater concept – which ultimately became central to the portfolio ‘s identity – arrived surprisingly late. It
    wasn ‘t part of the original vision but surfaced only after countless iterations and discarded ideas. In total,
    finding an artistic direction that truly resonated took nearly two years – a journey further complicated by a major
    relocation across continents, ongoing work and freelance commitments, and personal responsibilities.

    The extended timeline wasn ‘t due to technical complexity, but to an unexpected battle with creative identity. What
    began as a straightforward portfolio refresh evolved into a deeper exploration of how to merge professional
    presentation with personal expression – pushing me far beyond code and into the world of creative direction.

    Tools & Inspiration: The Heart of Creation

    After numerous iterations and abandoned concepts, I finally arrived at a creative direction that resonated with my
    vision. Rather than detailing every artistic detour, I ‘ll focus on the tools and direction that ultimately led to the
    final product.

    Design Stack

    Below is the stack I use to design my 3D projects:

    UI/UX & Visual Design

    • Figma
      : When I first started, everything was laid out in a Photoshop file. Over the years, I tried various design tools,
      but I ‘ve been using Figma consistently since 2018 – and I ‘ve been really satisfied with it ever since.
    • Miro
      : reat for moodboarding and early ideation. It helps me visually organize thoughts and explore concepts during the
      initial phase.

    3D Modeling & Texturing

    • Blender
      : My favorite tool for 3D modeling. It ‘s incredibly powerful and flexible, though it does have a steep learning
      curve at first. Still, it ‘s well worth the effort for the level of creative control it offers.
    • Adobe Substance 3D Painter
      : The gold standard in my workflow for texture painting. It’s expensive, but the quality and precision it delivers
      make it indispensable.

    Image Editing

    • Krita
      : I only need light photo editing, and Krita handles that perfectly without locking me into Adobe ‘s ecosystem – a
      practical and efficient alternative.

    Drawing Inspiration from Storytellers

    While I drew inspiration from many sources, the most influential were Studio Ghibli and the mystical world of Harry
    Potter. Ghibli ‘s meticulous attention to environmental detail shaped my understanding of atmosphere, while the
    enchanting realism of the Harry Potter universe helped define the mood I wanted to evoke. I also browsed platforms
    like ArtStation and Pinterest for broader visual inspiration, while sites like Behance, FWA, and Awwwards influenced
    the more granular aspects of UX/UI design.

    Initially, I organized these references on an InVision board. However, when the platform shut down mid-project, I had
    to migrate everything to Miro – an unexpected transition and symbolic disruption that echoed the broader delays in the
    project.

    Mood board of Aurel’s Grand Theater

    Designing the Theater

    The theater concept emerged as the perfect metaphor for a portfolio: a space where different works could be presented
    as “performances,” while maintaining a cohesive environment. It also aligned beautifully with the nostalgic,
    pre-digital vibe inspired by many of my visual references.

    Environment design is a specialized discipline I wasn ‘t very familiar with initially. To create a theater that felt
    visually engaging and believable, I studied techniques from the
    FZD School
    . These approaches were invaluable in conceptualizing spaces that truly feel alive: places where you can sense people
    living their lives, working, and interacting with the environment.

    To make the environment feel genuinely inhabited, I incorporated details that suggest human presence: scattered props,
    tools, theater posters, food items, pamphlets, and even bits of miscellaneous junk throughout the space. These
    seemingly minor elements were crucial in transforming the static 3D model into a setting rich with history, mood, and
    character.

    The 3D Modeling Process

    Optimizing for Web Performance

    Creating 3D environments for the web comes with unique challenges that differ significantly from video modelling. When
    scenes need to be rendered in real-time by a browser, every polygon matters.

    To address this, I adopted a strict low-poly approach and focused heavily on building reusable modular components.
    These elements could be instantiated throughout the environment without duplicating unnecessary geometry or textures.

    While the final result is still relatively heavy, this modular system allowed me to construct more complex and
    detailed scenes while maintaining reasonable download sizes and rendering performance, which wouldn ‘t have been
    possible without this approach.

    Texture Over Geometry

    Rather than modeling intricate details that would increase polygon counts, I leveraged textures to suggest complexity.

    Adobe Substance 3D became my primary tool for creating rich material surfaces that could convey detail without
    overloading the renderer. This approach was particularly effective for elements like the traditional Hanok windows
    with their intricate wooden lattice patterns. Instead of modeling each panel, which would have been
    performance-prohibitive, I painted the details into textures and applied them to simple geometric forms.

    Frameworks & Patterns: Behind the Scenes of Development

    Tech Stack

    This is a comprehensive overview of the technology stack I used for Aurel’s Grand Theater website, leveraging my
    existing expertise while incorporating specialized tools for animation and 3D effects.

    Core Framework

    • Vue.js
      : While I previously worked with React, Vue has been my primary framework since 2018. Beyond simply enjoying and
      loving this framework, it makes sense for me to maintain consistency between the tools I use at work and on my side
      projects. I also use Vite and Pinia.

    Animation & Interaction

    • GSAP
      : A cornerstone of my development toolkit for nearly a decade, primarily utilized on this project for:

      • ScrollTrigger functionality
      • MotionPath animations
      • Timeline and tweens
      • As a personal challenge, I created my own text-splitting functionality for this project (since it wasn ‘t client
        work), but I highly recommend GSAP ‘s SplitText for most use cases.
    • Lenis
      : My go-to library for smooth scrolling. It integrates beautifully with scroll animations, especially when working
      with Three.js.

    3D Graphics & Physics

    • Three.js
      : My favorite 3D framework and a key part of my toolkit since 2015. I enjoy using it to bring interactive 3D
      elements to the web.
    • Cannon.js
      : Powers the site ‘s physics simulations. While I considered alternatives like Rapier, I stuck with Cannon.js since
      it was already integrated into my 2022 proof-of-concept. Replacing it would have introduced unnecessary delays.

    Styling

    • Queso
      : A headless CSS framework developed at MamboMambo (my workplace). I chose it for its comprehensive starter
      components and seamless integration with my workflow. Despite being in beta, it ‘s already reliable and flexible.

    This tech stack strikes a balance between familiar tools and specialized libraries that enable the visual and
    interactive elements that define the site’s experience.

    Architecture

    I follow Clean Code principles and other industry best practices, including aiming to keep my files small,
    independent, reusable, concise, and testable.

    I’ve also adopted the component folder architecture developed at my workplace. Instead of placing
    Vue
    files directly inside the
    ./components
    directory, each component resides in its own folder. This folder contains the
    Vue
    file along with related types, unit tests, supporting files, and any child components.

    Although initially designed for
    Vue
    components, I ‘ve found this structure works equally well for organizing logic with
    Typescript
    files,
    utilities
    ,
    directives
    , and more. It ‘s a clean, consistent system that improves code readability, maintainability, and scalability.

    MyFile
    ├── MyFile.vue
    ├── MyFile.test.ts
    ├── MyFile.types.ts
    ├── index.ts (export the types and the vue file)
    ├── data.json (optional files needed in MyFile.vue such as .json files)
    │ 
    ├── components
    │   ├── MyFileChildren
    │   │   ├── MyFileChildren.vue
    │   │   ├── MyFileChildren.test.ts
    │   │   ├── MyFileChildren.types.ts
    │   │   ├── index.ts
    │   ├── MyFileSecondChildren
    │   │   ├── MyFileSecondChildren.vue
    │   │   ├── MyFileSecondChildren.test.ts
    │   │   ├── MyFileSecondChildren.types.ts
    │   │   ├── index.ts

    The overall project architecture follows the high-level structure outlined below.

    src/
    ├── assets/             # Static assets like images, fonts, and styles
    ├── components/         # Vue components
    ├── composables/        # Vue composables for shared logic
    ├── constant/           # Project wide constants
    ├── data/               # Project wide data files
    ├── directives/         # Vue custom directives
    ├── router/             # Vue Router configuration and routes
    ├── services/           # Services (e.g i18n)
    ├── stores/             # State management (Pinia)
    ├── three/              
    │   ├── Experience/    
    │   │   ├── Theater/                 # Theater experience
    │   │   │   ├── Experience/          # Core experience logic
    │   │   │   ├── Progress/            # Loading and progress management
    │   │   │   ├── Camera/              # Camera configuration and controls
    │   │   │   ├── Renderer/            # WebGL renderer setup and configuration
    │   │   │   ├── Sources/             # List of resources
    │   │   │   ├── Physics/             # Physics simulation and interactions
    │   │   │   │   ├── PhysicsMaterial/ # Physics Material
    │   │   │   │   ├── Shared/          # Physics for models shared across scenes
    │   │   │   │   │   ├── Pit/         # Physics simulation and interactions
    │   │   │   │   │   │   ├── Pit.ts   # Physics for models in the pit
    │   │   │   │   │   │   ├── ...       
    │   │   │   │   ├── Triggers/         # Physics Triggers
    │   │   │   │   ├── Scenes/           # Physics for About/Leap/Mont-Saint-Michel
    │   │   │   │   │   ├── Leap/         
    │   │   │   │   │   │   ├── Leap.ts   # Physics for Leap For Mankind's models       
    │   │   │   │   │   │   ├── ...         
    │   │   │   │   │   └── ...          
    │   │   │   ├── World/               # 3D world setup and management
    │   │   │   │   ├── World/           # Main world configuration and setup
    │   │   │   │   ├── PlayerModel/     # Player character model and controls
    │   │   │   │   ├── CameraTransition/ # Camera movement and transitions
    │   │   │   │   ├── Environments/    # Environment setup and management
    │   │   │   │   │   ├── Environment.ts # Environment configuration
    │   │   │   │   │   └── types.ts     # Environment type definitions
    │   │   │   │   ├── Scenes/          # Different scene configurations
    │   │   │   │   │   ├── Leap/ 
    │   │   │   │   │   │   ├── Leap.ts  # Leap For Mankind model's logic
    │   │   │   │   │   └── ...      
    │   │   │   │   ├── Tutorial/        # Tutorial meshes & logic
    │   │   │   │   ├── Bleed/           # Bleed effect logic
    │   │   │   │   ├── Bird/            # Bird model logic
    │   │   │   │   ├── Markers/         # Points of interest
    │   │   │   │   ├── Shared/          # Models & meshes used across scenes
    │   │   │   │   └── ...         
    │   │   │   ├── SharedMaterials/     # Reusable Three.js materials
    │   │   │   └── PostProcessing/      # Post-processing effects
    │   │   │
    │   │   ├── Basement/                # Basement experience
    │   │   ├── Idle/                    # Idle state experience
    │   │   ├── Error404/                # 404 error experience
    │   │   ├── Constant/                # Three.js related constants
    │   │   ├── Factories/               # Three.js factory code
    │   │   │   ├── RopeMaterialGenerator/
    │   │   │   │   ├── RopeMaterialGenerator.ts        
    │   │   │   │   └── ...
    │   │   │   ├── ... 
    │   │   ├── Utils/                   # Three.js utilities other reusable functions
    │   │   └── Shaders/                 # Shaders programs
    ├── types/              # Project-wide TypeScript type definitions
    ├── utils/              # Utility functions and helpers
    ├── vendors/            # Third-party vendor code
    ├── views/              # Page components and layouts
    ├── workers/            # Web Workers
    ├── App.vue             # Root Vue component
    └── main.ts             # Application entry point

    This structured approach helps me manage the code base efficiently and maintain clear separation of concerns
    throughout the codebase, making both development and future maintenance significantly more straightforward.

    Design Patterns

    Singleton

    Singletons play a key role in this type of project architecture, enabling efficient code reuse without incurring
    performance penalties.

    import Experience from "@/three/Experience/Experience";
    import type { Scene } from "@/types/three.types";
    
    let instance: SingletonExample | null = null;
    
    export default class SingletonExample {
      private scene: Scene;
      private experience: Experience;
    
      constructor() {
        if (instance) {
          return instance;
        }
        instance = this;
    
        this.experience = new Experience();
        this.scene = this.experience.scene;
      }
    
      init() {
        // initialize the singleton
      }
    
      someMethod() {
        // some method
      }
    
      update() {
        // update the singleton
      }
      
      update10fps() {
        // Optional: update methods capped at 10FPS
      }
    
      destroySingleton() {
        // clean up three.js + destroy the singleton
      }
    }
    

    Split Responsibility Architecture

    As shown earlier in the project architecture section, I deliberately separated physics management from model handling
    to produce smaller, more maintainable files.

    World Management Files:

    These files are responsible for initializing factories and managing meshes within the main loop. They may also include
    functions specific to individual world items.

    Here’s an example of one such file:

    // src/three/Experience/Theater/mockFileModel/mockFileModel.ts
    import Experience from "@/three/Experience/Theater/Experience/Experience";
    
    import type {
      List,
      LoadModel
    } from "@/types/experience/experience.types";
    import type { Scene } from "@/types/three.types";
    import type Physics from "@/three/Experience/Theater/Physics/Physics";
    import type { Resources } from "@/three/Experience/Utils/Ressources/Resources";
    import type { MaterialGenerator } from "@/types/experience/materialGeneratorType";
    
    
    let instance: mockWorldFile | null = null;
    export default class mockWorldFile {
      private experience: Experience;
      private list: List;
      private physics: Physics;
      private resources: Resources;
      private scene: Scene;
      private materialGenerator: MaterialGenerator;
      public loadModel: LoadModel;
      constructor() {
        //    Singleton
        if (instance) {
          return instance;
        }
    
        instance = this;
    
        this.experience = new Experience();
        this.scene = this.experience.scene;
        this.resources = this.experience.resources;
        this.physics = this.experience.physics;
    
        // factories
        this.materialGenerator = this.experience.materialGenerator;
        this.loadModel = this.experience.loadModel;
    
         // Most of the material are init in a file called sharedMaterials
        const bakedMaterial = this.experience.world.sharedMaterials.bakedMaterial;
        // physics infos such as position, rotation, scale, weight etc.
        const paintBucketPhysics = this.physics.items.paintBucket; 
    
        // Array of objects of models. This will be used to update it's position, rotation, scale, etc.
        this.list = {
          paintBucket: [],
          ...
        };
    
        // get the resource file
        const resourcePaintBucket = this.resources.items.paintBucketWhite;
    
         //Reusable code to add models with physics to the scene. I will talk about that later.
        this.loadModel.setModels(
          resourcePaintBucket.scene,
          paintBucketPhysics,
          "paintBucketWhite",
          bakedMaterial,
          true,
          true,
          false,
          false,
          false,
          this.list.paintBucket,
          this.physics.mock,
          "metalBowlFalling",
        );
      }
    
      otherMethod() {
        ...
      }
    
      destroySingleton() {
        ...
      }
    }

    Physics Management Files

    These files trigger the factories to apply physics to meshes, store the resulting physics bodies, and update mesh
    positions on each frame.

    // src/three/Experience/Theater/pathTo/mockFilePhysics
    import Experience from "@/three/Experience/Theater/Experience/Experience";
    
    import additionalShape from "./additionalShape.json";
    
    import type {
      PhysicsResources,
      TrackName,
      List,
      modelsList
    } from "@/types/experience/experience.types";
    import type { cannonObject } from "@/types/three.types";
    import type PhysicsGenerator from "../Factories/PhysicsGenerator/PhysicsGenerator";
    import type UpdateLocation from "../Utils/UpdateLocation/UpdateLocation";
    import type UpdatePositionMesh from "../Utils/UpdatePositionMesh/UpdatePositionMesh";
    import type AudioGenerator from "../Utils/AudioGenerator/AudioGenerator";
    
    let instance: MockFilePhysics | null = null;
    
    export default class MockFilePhysics {
      private experience: Experience;
      private list: List;
      private physicsGenerator: PhysicsGenerator;
      private updateLocation: UpdateLocation;
      private modelsList: modelsList;
      private updatePositionMesh: UpdatePositionMesh;
      private audioGenerator: AudioGenerator;
    
      constructor() {
        //    Singleton
        if (instance) {
          return instance;
        }
        instance = this;
    
        this.experience = new Experience();
        this.debug = this.experience.debug;
        this.physicsGenerator = this.experience.physicsGenerator;
        this.updateLocation = this.experience.updateLocation;
        this.updatePositionMesh = this.experience.updatePositionMesh;
        this.audioGenerator = this.experience.audioGenerator;
    
        // Array of objects of physics. This will be used to update the model's position, rotation, scale etc.
        this.list = {
          paintBucket: [],
        };
      }
    
      setModelsList() {
        //When the load progress reaches a certain percentage, we can set the models list, avoiding some potential bugs or unnecessary conditional logic. Please note that the method update is never run until the scene is fully ready.
        this.modelsList = this.experience.world.constructionToolsModel.list;
      }
    
      addNewItem(
        element: PhysicsResources,
        listName: string,
        trackName: TrackName,
        sleepSpeedLimit: number | null = null,
      ) {
    
        // factory to add physics, I will talk about that later
        const itemWithPhysics = this.physicsGenerator.createItemPhysics(
          element,
          null,
          true,
          true,
          trackName,
          sleepSpeedLimit,
        );
    
        // Additional optional shapes to the item if needed
        switch (listName) {
          case "broom":
            this.physicsGenerator.addMultipleAdditionalShapesToItem(
              itemWithPhysics,
              additionalShape.broomHandle,
            );
            break;
    
        }
    
        this.list[listName].push(itemWithPhysics);
      }
    
      // this methods is called everyfame.
      update() {
        // reusable code to update the position of the mesh
        this.updatePositionMesh.updatePositionMesh(
          this.modelsList["paintBucket"],
          this.list["paintBucket"],
        );
      }
    
    
      destroySingleton() {
        ...
      }
    }

    Since the logic for updating mesh positions is consistent across the project, I created reusable code that can be
    applied in nearly all physics-related files.

    // src/three/Experience/Utils/UpdatePositionMesh/UpdatePositionMesh.ts
    
    export default class UpdatePositionMesh {
      updatePositionMesh(meshList: MeshList, physicList: PhysicList) {
        for (let index = 0; index < physicList.length; index++) {
          const physic = physicList[index];
          const model = meshList[index].model;
    
          model.position.set(
            physic.position.x,
            physic.position.y,
            physic.position.z
          );
          model.quaternion.set(
            physic.quaternion.x,
            physic.quaternion.y,
            physic.quaternion.z,
            physic.quaternion.w
          );
        }
      }
    }

    Factory Patterns

    To avoid redundant code, I built a system around reusable code. While the project includes multiple factories, these
    two are the most essential:

    Model Factory
    : LoadModel

    With few exceptions, all models—whether instanced or regular, with or without physics—are added through this factory.

    // src/three/Experience/factories/LoadModel/LoadModel.ts
    import * as THREE from "three";
    import Experience from "@/three/Experience/Theater/Experience/Experience";
    
    import type {
      PhysicsResources,
      TrackName,
      List,
      modelListPath,
      PhysicsListPath
    } from "@/types/experience/experience.type";
    import type { loadModelMaterial } from "./types";
    import type { Material, Scene, Mesh } from "@/types/Three.types";
    import type Progress from "@/three/Experience/Utils/Progress/Progress";
    import type AddPhysicsToModel from "@/three/Experience/factories/AddPhysicsToModel/AddPhysicsToModel";
    
    let instance: LoadModel | null = null;
    
    
    export default class LoadModel {
      public experience: Experience;
      public progress: Progress;
      public mesh: Mesh;
      public addPhysicsToModel: AddPhysicsToModel;
      public scene: Scene;
    
    
      constructor() {
        if (instance) {
          return instance;
        }
        instance = this;
    
        this.experience = new Experience();
        this.scene = this.experience.scene;
        this.progress = this.experience.progress;
        this.addPhysicsToModel = this.experience.addPhysicsToModel;
      }
    
    
      async setModels(
        model: Model,
        list: PhysicsResources[],
        physicsList: string,
        bakedMaterial: LoadModelMaterial,
        isCastShadow: boolean = false,
        isReceiveShadow: boolean = false,
        isIntancedModel: boolean = false,
        isDoubleSided: boolean = false,
        modelListPath: ModelListPath,
        physicsListPath: PhysicsListPath,
        trackName: TrackName = null,
        sleepSpeedLimit: number | null = null,
      ) {
        const loadedModel = isIntancedModel
          ? await this.addInstancedModel(
              model,
              bakedMaterial,
              true,
              true,
              isDoubleSided,
              isCastShadow,
              isReceiveShadow,
              list.length,
            )
            : await this.addModel(
                model,
                bakedMaterial,
                true,
                true,
                isDoubleSided,
                isCastShadow,
                isReceiveShadow,
              );
    
    
        this.addPhysicsToModel.loopListThenAddModelToSceneThenToPhysics(
          list,
          modelListPath,
          physicsListPath,
          physicsList,
          loadedModel,
          isIntancedModel,
          trackName,
          sleepSpeedLimit,
        );
      }
    
    
      addModel = (
        model: Model,
        material: Material,
        isTransparent: boolean = false,
        isFrustumCulled: boolean = true,
        isDoubleSided: boolean = false,
        isCastShadow: boolean = false,
        isReceiveShadow: boolean = false,
        isClone: boolean = true,
      ) => {
        model.traverse((child: THREE.Object3D) => {
          !isFrustumCulled ? (child.frustumCulled = false) : null;
          if (child instanceof THREE.Mesh) {
            child.castShadow = isCastShadow;
            child.receiveShadow = isReceiveShadow;
    
            material
              && (child.material = this.setMaterialOrCloneMaterial(
                  isClone,
                  material,
                ))
              
    
            child.material.transparent = isTransparent;
            isDoubleSided ? (child.material.side = THREE.DoubleSide) : null;
            isReceiveShadow ? child.geometry.computeVertexNormals() : null; // https://discourse.threejs.org/t/gltf-model-shadows-not-receiving-with-gltfmeshstandardsgmaterial/24112/9
          }
        });
    
        this.progress.addLoadedModel(); // Update the number of items loaded
        return { model: model };
      };
    
    
      setMaterialOrCloneMaterial(isClone: boolean, material: Material) {
        return isClone ? material.clone() : material;
      }
    
    
      addInstancedModel = () => {
       ...
      };
    
      // other methods
    
    
      destroySingleton() {
        ...
      }
    }
    Physics Factory: PhysicsGenerator

    This factory has a single responsibility: creative physics properties for meshes.

    // src/three/Experience/Utils/PhysicsGenerator/PhysicsGenerator.ts
    import Experience from "@/three/Experience/Theater/Experience/Experience";
    import * as CANNON from "cannon-es";
    
    import CannonUtils from "@/utils/cannonUtils.js";
    
    import type {
      Quaternion,
      PhysicsItemPosition,
      PhysicsItemType,
      PhysicsResources,
      TrackName,
      CannonObject,
    } from "@/types/experience/experience.types";
    
    import type { Scene, ConvexGeometry } from "@/types/three.types";
    import type Progress from "@/three/Experience/Utils/Progress/Progress";
    import type AudioGenerator from "@/three/Experience/Utils/AudioGenerator/AudioGenerator";
    import type Physics from "@/three/Experience/Theater/Physics/Physics";
    import type { physicsShape } from "./PhysicsGenerator.types"
    
    let instance: PhysicsGenerator | null = null;
    
    export default class PhysicsGenerator {
      public experience: Experience;
      public physics: Physics;
      public currentScene: string | null = null;
      public progress: Progress;
      public audioGenerator: AudioGenerator;
    
      constructor() {
        //    Singleton
        if (instance) {
          return instance;
        }
        instance = this;
    
        this.experience = new Experience();
        this.resources = this.experience.resources;
        this.audioGenerator = this.experience.audioGenerator;
        this.physics = this.experience.physics;
        this.progress = this.experience.progress;
    
        this.currentScene = this.experience.currentScene;
      }
    
    
      //#region add physics to an object
    
      createItemPhysics(
        source: PhysicsResources, // object containing physics info such as mass, shape, position....
        convex?: ConvexGeometry | null = null,
        allowSleep?: boolean = true,
        isBodyToAdd?: boolean = true,
        trackName?: TrackName = null,
        sleepSpeedLimit?: number | null = null
      ) {
        const setSpeedLimit = sleepSpeedLimit ?? 0.15;
    
        // For this project I needed to detect if the user was in the Mont-Saint-Michel, Leap For Mankind, About or Archives scene.
        const localCurrentScene = source.locations[this.currentScene]
          ? this.currentScene
          : "about";
    
        switch (source.type as physicsShape) {
          case "box": {
            const boxShape = new CANNON.Box(new CANNON.Vec3(...source.shape));
            const boxBody = new CANNON.Body({
              mass: source.mass,
              position: new CANNON.Vec3(
                source.locations[localCurrentScene].position.x,
                source.locations[localCurrentScene].position.y,
                source.locations[localCurrentScene].position.z
              ),
              allowSleep: allowSleep,
              shape: boxShape,
              material: source.material
                ? source.material
                : this.physics.physics.defaultMaterial,
              sleepSpeedLimit: setSpeedLimit,
            });
    
            source.locations[localCurrentScene].quaternion
              && (boxBody.quaternion.y =
                  source.locations[localCurrentScene].quaternion.y);
    
            this.physics.physics.addBody(boxBody);
            this.updatedLoadedItem();
    
            // Add optional SFX that will be played if the item collides with another physics item
            trackName
              && this.audioGenerator.addEventListenersToObject(boxBody, TrackName);
    
            return boxBody;
          }
    
          // Then it's basicly the same logic for all other cases
          case "sphere": {
            ...
          }
    
          case "cylinder": {
           ...
          }
    
          case "plane": {
           ...
          }
    
          case "trigger": {
          ...
          }
    
          case "torus": {
            ...
          }
    
          case "trimesh": {
           ...
          }
    
          case "polyhedron": {
            ...
          }
    
          default:
            ...
            break;
        }
      }
    
      updatedLoadedItem() {
        this.progress.addLoadedPhysicsItem(); // Update the number of item loaded (physics only)
      }
    
      //#endregion add physics to an object
    
      // other
    
      destroySingleton() {
        ...
      }
    }

    FPS Capping

    With over 100 models and approximately 150 physics items loaded in the main scene, Aurel’s Grand Theater required
    performance-driven coding from the outset.

    I were to rebuild the project today, I would leverage GPU computing much more intensively. However, when I started the
    proof of concept in 2022, GPU computing for the web was still relatively new and not fully mature—at least, that was
    my perception at the time. Rather than recoding everything, I worked with what I had, which also presented a great
    personal challenge. In addition to using low-poly models and employing classic optimization techniques, I extensively
    used instanced meshes for all small, reusable items—even those with physics. I also relied on many other
    under-the-hood techniques to keep the performance as smooth as possible on this CPU-intensive website.

    One particularly helpful approach I implemented was adaptive frame rates. By capping the FPS to different levels (60,
    30, or 10), depending on whether the logic required rendering at those rates, I optimized performance. After all, some
    logic doesn ‘t require rendering every frame. This is a simple yet effective technique that can easily be incorporated
    into your own project.

    Now, let ‘s take a look at the file responsible for managing time in the project.

    // src/three/Experience/Utils/Time/Time.ts
    import * as THREE from "three";
    import EventEmitter from "@/three/Experience/Utils/EventEmitter/EventEmitter";
    
    let instance: Time | null = null;
    let animationFrameId: number | null = null;
    const clock = new THREE.Clock();
    
    export default class Time extends EventEmitter {
      private lastTick60FPS: number = 0;
      private lastTick30FPS: number = 0;
      private lastTick10FPS: number = 0;
    
      private accumulator60FPS: number = 0;
      private accumulator30FPS: number = 0;
      private accumulator10FPS: number = 0;
    
      public start: number = 0;
      public current: number = 0;
      public elapsed: number = 0;
      public delta: number = 0;
      public delta60FPS: number = 0;
      public delta30FPS: number = 0;
      public delta10FPS: number = 0;
    
      constructor() {
        if (instance) {
          return instance;
        }
        super();
        instance = this;
      }
    
      tick() {
        const currentTime: number = clock.getElapsedTime() * 1000;
    
        this.delta = currentTime - this.current;
        this.current = currentTime;
    
        // Accumulate the time that has passed
        this.accumulator60FPS += this.delta;
        this.accumulator30FPS += this.delta;
        this.accumulator10FPS += this.delta;
    
        // Trigger uncapped tick event using the project's EventEmitter class
        this.trigger("tick");
    
        // Trigger 60FPS tick event
        if (this.accumulator60FPS >= 1000 / 60) {
          this.delta60FPS = currentTime - this.lastTick60FPS;
          this.lastTick60FPS = currentTime;
    
          // Same logic as "this.trigger("tick")" but for 60FPS
          this.trigger("tick60FPS");
          this.accumulator60FPS -= 1000 / 60;
        }
    
        // Trigger 30FPS tick event
        if (this.accumulator30FPS >= 1000 / 30) {
          this.delta30FPS = currentTime - this.lastTick30FPS;
          this.lastTick30FPS = currentTime;
    
          this.trigger("tick30FPS");
          this.accumulator30FPS -= 1000 / 30;
        }
    
        // Trigger 10FPS tick event
        if (this.accumulator10FPS >= 1000 / 10) {
          this.delta10FPS = currentTime - this.lastTick10FPS;
          this.lastTick10FPS = currentTime;
    
          this.trigger("tick10FPS");
          this.accumulator10FPS -= 1000 / 10;
        }
    
        animationFrameId = window.requestAnimationFrame(() => {
          this.tick();
        });
      }
    }
    

    Then, in the
    Experience.ts
    file, we simply place the methods according to the required FPS.

    constructor() {
       if (instance) {
          return instance;
        }
        
        ...
    	  
        this.time = new Time();
        
        ...
    	  
    	  
        //  The game loops (here called tick) are updated when the EventEmitter class is triggered.
        this.time.on("tick", () => {
          this.update();
        });
        this.time.on("tick60FPS", () => {
          this.update60();
        });
        this.time.on("tick30FPS", () => {
          this.update30();
        });
        this.time.on("tick10FPS", () => {
          this.update10();
        });
        }
    
    
      update() {
        this.renderer.update();
      }
    
      update60() {
        this.camera.update60FPS();
        this.world.update60FPS(); 
        this.physics.update60FPS();
      }
    
      update30() {
        this.physics.update30FPS();
        this.world.update30FPS();
      }
      
      update10() {
        this.physics.update10FPS();
        this.world.update10FPS();	
      }

    Selected Feature Breakdown: Code & Explanation

    Cinematic Page Transitions: Return Animation Effects

    Inspired by techniques from the film industry, the transitions between the 3D game and the more traditionally
    structured pages, such as the Case Studies, About, and Credits pages, were carefully designed to feel seamless and
    cinematic.

    The first-time visit animation provides context and immerses users into the website experience. Meanwhile, the other
    page transitions play a crucial role in ensuring a smooth shift between the game and the more conventional layout of
    the Case Studies and About page, preserving immersion while naturally guiding users from one experience to the next.
    Without these transitions, it would feel like abruptly jumping between two entirely different worlds.

    I’ll do a deep dive into the code for the animation when the user returns from the basement level. It’s a bit simpler
    than the other cinematic transitions but the underlying logic is the same, which makes it easier for you to adapt it
    to another project.

    Here the base file:

    // src/three/Experience/Theater/World/CameraTransition/CameraIntroReturning.ts
    
    import { Vector3, CatmullRomCurve3 } from "three";
    import Experience from "@/three/Experience/Theater/Experience/Experience";
    import { DebugPath } from "@/three/Experience/Utils/DebugPath/DebugPath";
    
    import { createSmoothLookAtTransition } from "./cameraUtils";
    import { setPlayerPosition } from "@/three/Experience/Utils/playerPositionUtils";
    
    import { gsap } from "gsap";
    import { MotionPathPlugin } from "gsap/MotionPathPlugin";
    
    import {
      CAMERA_POSITION_SEAT,
      PLAYER_POSITION_RETURNING,
    } from "@/three/Experience/Constant/PlayerPosition";
    
    import type { Debug } from "@/three/Experience/Utils/Debugger/types";
    import type { Scene, Camera } from "@/types/three.types";
    
    
    const DURATION_RETURNING_FORWARD = 5;
    const DURATION_LOOKAT_RETURNING_FORWARD = 4;
    const RETURNING_PLAYER_QUATERNION = [0, 0, 0, 1];
    const RETURNING_PLAYER_CAMERA_FINAL_POSITION = [
      7.3927162062108955, 3.4067893207543367, 4.151297331541345,
    ];
    const RETURNING_PLAYER_ROTATION = -0.3;
    const RETURNING_PLAYER_CAMERA_FINAL_LOOKAT = [
      2.998858990830107, 2.5067893207543412, -1.55606797749978944,
    ];
    
    gsap.registerPlugin(MotionPathPlugin);
    
    let instance: CameraIntroReturning | null = null;
    
    export default class CameraIntroReturning {
      private scene: Scene;
      private experience: Experience;
      private timelineAnimation: GSAPTimeline;
      private debug: Debug;
      private debugPath: DebugPath;
      private camera: Camera;
      private lookAtTransitionStarted: boolean = false;
    
      constructor() {
        if (instance) {
          return instance;
        }
        instance = this;
    
        this.experience = new Experience();
        this.scene = this.experience.scene;
        this.debug = this.experience.debug;
    
        this.timelineAnimation = gsap.timeline({
          paused: true,
          onComplete: () => {
            this.timelineAnimation.clear().kill();
          },
        });
      }
      init() {
        this.camera = this.experience.camera.instance;
        this.initPath();
      }
    
      initPath() {
        ...
      }
      
      initTimeline() {
        ...
      }
    
      createSmoothLookAtTransition(
       ...
      }
    
      setPositionPlayer() {
       ...
      }
    
      playAnimation() {
       ...
      }
    
      ...
    
      destroySingleton() {
       ...
      }
    }

    The
    init
    method, called from another file, initiates the creation of the animation. At first, we set the path for the
    animation, then the timeline.

    init() {
        this.camera = this.experience.camera.instance;
        this.initPath();
     }
    
    initPath() {
      // create the path for the camera
      const pathPoints = new CatmullRomCurve3([
        new Vector3(CAMERA_POSITION_SEAT[0], CAMERA_POSITION_SEAT[1], 15),
        new Vector3(5.12, 4, 8.18),
        new Vector3(...RETURNING_PLAYER_CAMERA_FINAL_POSITION),
      ]);
    
      // init the timeline
      this.initTimeline(pathPoints);
    }
    
    initTimeline(path: CatmullRomCurve3) {
     ...
    }

    The timeline animation is split into two: a) The camera moves vertically from the basement to the theater, above the
    seats.

    ...
    
    initTimeline(path: CatmullRomCurve3) {
        // get the points
        const pathPoints = path.getPoints(30);
    
        // create the gsap timeline
        this.timelineAnimation
          // set the initial position
          .set(this.camera.position, {
            x: CAMERA_POSITION_SEAT[0],
            y: CAMERA_POSITION_SEAT[1] - 3,
            z: 15,
          })
          .add(() => {
            this.camera.lookAt(3.5, 1, 0);
          })
          //   Start the animation! In this case the camera is moving from the basement to above the seat
          .to(this.camera.position, {
            x: CAMERA_POSITION_SEAT[0],
            y: CAMERA_POSITION_SEAT[1],
            z: 15,
            duration: 3,
            ease: "elastic.out(0.1,0.1)",
          })
          .to(
            this.camera.position,
            {
    		      ...
            },
          )
          ...
      }

    b) The camera follows a path while smoothly transitioning its view to the final location.

     .to(
        this.camera.position,
        {
          // then we use motion path to move the camera to the player behind the raccoon
          motionPath: {
            path: pathPoints,
            curviness: 0,
            autoRotate: false,
          },
          ease: "power1.inOut",
          duration: DURATION_RETURNING_FORWARD,
          onUpdate: function () {
            const progress = this.progress();
    
            // wait until progress reaches a certain point to rotate to the camera at the player LookAt
            if (
              progress >=
                1 -
                  DURATION_LOOKAT_RETURNING_FORWARD /
                    DURATION_RETURNING_FORWARD &&
              !this.lookAtTransitionStarted
            ) {
    	         this.lookAtTransitionStarted = true; 
    	         
               // Create a new Vector3 to store the current look direction
               const currentLookAt = new Vector3();
    
                // Get the current camera's forward direction (where it's looking)
                instance!.camera.getWorldDirection(currentLookAt);
    
                // Extend the look direction by 100 units and add the camera's position
                // This creates a point in space that the camera is currently looking at
                currentLookAt.multiplyScalar(100).add(instance!.camera.position);
    
                // smooth lookAt animation
    	          createSmoothLookAtTransition(
    	            currentLookAt,
    	            new Vector3(...RETURNING_PLAYER_CAMERA_FINAL_LOOKAT),
    	            DURATION_LOOKAT_RETURNING_FORWARD,
    	            this.camera
    	          );
            }
          },
        },
      )
      .add(() => {
        // animation is completed, you can add some code here
      });

    As you noticed, I used a utility function called
    smoothLookAtTransition
    since I needed this functionality in multiple places.

    import type { Vector3 } from "three";
    import { gsap } from "gsap";
    
    import type { Camera } from "@/types/three.types";
    
    export const createSmoothLookAtTransition = (
      from: Vector3,
      to: Vector3,
      duration: number,
      camera: Camera,
      ease: string = "power2.out",
    ) => {
      const lookAtPosition = { x: from.x, y: from.y, z: from.z };
      return gsap.to(lookAtPosition, {
        x: to.x,
        y: to.y,
        z: to.z,
        duration,
        ease: ease,
        onUpdate: () => {
          camera.lookAt(lookAtPosition.x, lookAtPosition.y, lookAtPosition.z);
        },
      });
    };

    With everything ready, the animation sequence is run when
    playAnimation()
    is triggered.

    playAnimation() {
        // first set the position of the player
        this.setPositionPlayer();
        // then play the animation
        this.timelineAnimation.play();
      }
    
      setPositionPlayer() {
       // an simple utils to update the position of the player when the user land in the scene, return or switch scene.
        setPlayerPosition(this.experience, {
          position: PLAYER_POSITION_RETURNING,
          quaternion: RETURNING_PLAYER_QUATERNION,
          rotation: RETURNING_PLAYER_ROTATION,
        });
      }

    Scroll-Triggered Animations: Showcasing Books on About Pages

    While the game is fun and filled with details, the case studies and about pages are crucial to the overall experience,
    even though they follow a more standardized format. These pages still have their own unique appeal. They are filled
    with subtle details and animations, particularly scroll-triggered effects such as split text animations when
    paragraphs enter the viewport, along with fade-out effects on SVGs and other assets. These animations create a vibe
    that mirrors the mysterious yet intriguing atmosphere of the game, inviting visitors to keep scrolling and exploring.

    While I can’t cover every animation in detail, I ‘d like to share the technical approach behind the book animations
    featured on the about page. This effect blends DOM scroll event tracking with a Three.js scene, creating a seamless
    interaction between the user ‘s scrolling behavior and the 3D-rendered books. As visitors scroll down the page, the
    books transition elegantly and respond dynamically to their movement.

    Before we dive into the
    Three.js
    file, let ‘s look into the
    Vue
    component.

    //src/components/BookGallery/BookGallery.vue
    <template>
      <!-- the ID is used in the three.js file -->
      <div class="book-gallery" id="bookGallery" ref="bookGallery"></div>
    </template>
    
    <script setup lang="ts">
    import { onBeforeUnmount, onMounted, onUnmounted, ref } from "vue";
    
    import gsap from "gsap";
    import { ScrollTrigger } from "gsap/ScrollTrigger";
    
    import type { BookGalleryProps } from "./types";
    
    gsap.registerPlugin(ScrollTrigger);
    
    const props = withDefaults(defineProps<BookGalleryProps>(), {});
    
    const bookGallery = ref<HTMLBaseElement | null>(null);
    
    const setupScrollTriggers = () => {
     ...
    };
    
    const triggerAnimation = (index: number) => {
      ...
    };
    
    onMounted(() => {
      setupScrollTriggers();
    });
    
    onUnmounted(() => {
      ...
    });
    </script>
    
    <style lang="scss" scoped>
    .book-gallery {
      position: relative;
      height: 400svh; // 1000svh * 4 books
    }
    </style>

    Thresholds are defined for each book to determine which one will be active – that is, the book that will face the
    camera.

    const setupScrollTriggers = () => {
      if (!bookGallery.value) return;
    
      const galleryHeight = bookGallery.value.clientHeight;
      const scrollThresholds = [
        galleryHeight * 0.15,
        galleryHeight * (0.25 + (0.75 - 0.25) / 3),
        galleryHeight * (0.25 + (2 * (0.75 - 0.25)) / 3),
        galleryHeight * 0.75,
      ];
    
      ...
    };

    Then I added some
    GSAP
    magic by looping through each threshold and attaching scrollTrigger to it.

    const setupScrollTriggers = () => {
    
    	...
    
    	scrollThresholds.forEach((threshold, index) => {
    	    ScrollTrigger.create({
    	      trigger: bookGallery.value,
    	      markers: false,
    	      start: `top+=${threshold} center`,
    	      end: `top+=${galleryHeight * 0.5} bottom`,
    	      onEnter: () => {
    	        triggerAnimation(index);
    	      },
    	      onEnterBack: () => {
    	        triggerAnimation(index);
    	      },
    	      once: false,
    	    });
    	  });
    };

    On scroll, when the user enters or re-enters a section defined by the thresholds, a function is triggered within a
    Three.js
    file.

    const triggerAnimation = (index: number) => {
      window.experience?.world?.books?.createAnimation(index);
    };

    Now let ‘s look at
    Three.js
    file:

    // src/three/Experience/Basement/World/Books/Books.ts
    
    import * as THREE from "three";
    import Experience from "@/three/Experience/Basement/Experience/Experience";
    
    import { SCROLL_RATIO } from "@/constant/scroll";
    
    import { gsap } from "gsap";
    
    import type { Book } from "./books.types";
    import type { Material, Scene, Texture, ThreeGroup } from "@/types/three.types";
    import type { Sizes } from "@/three/Experience/Utils/Sizes/types";
    import type LoadModel from "@/three/Experience/factories/LoadModel/LoadModel";
    import type MaterialGenerator from "@/three/Experience/factories/MaterialGenerator/BasicMaterialGenerator";
    import type Resources from "@/three/Experience/Utils/Ressources/Resources";
    
    const GSAP_EASE = "power2.out";
    const GSAP_DURATION = 1;
    const NB_OF_VIEWPORTS_BOOK_SECTION = 5;
    
    let instance: Books | null = null;
    
    export default class Books {
      public scene: Scene;
      public experience: Experience;
      public resources: Resources;
      public loadModel: LoadModel;
      public sizes: Sizes;
    
      public materialGenerator: MaterialGenerator;
      public resourceDiffuse: Texture;
      public resourceNormal: Texture;
      public bakedMaterial: Material;
    
      public startingPostionY: number;
      public originalPosition: Book[];
      public activeIndex: number = 0;
      public isAnimationRunning: boolean = false;
      
      public bookGalleryElement: HTMLElement | null = null;
      public bookSectionHeight: number;
      public booksGroup: ThreeGroup;
    
    
      constructor() {
        if (instance) {
          return instance;
        }
        instance = this;
    
        this.experience = new Experience();
        this.scene = this.experience.sceneSecondary; // I am using a second scene for the books, so it's not affected by the primary scene (basement in the background)
        this.sizes = this.experience.sizes;
        
        this.resources = this.experience.resources;
        this.materialGenerator = this.experience.materialGenerator;
    
        this.init();
      }
    
      init() {
        ...
      }
    
      initModels() {
       ...
      }
    
      findPosition() {
       ...
      }
    
      setBookSectionHeight() {
       ...
      }
    
      initBooks() {
       ...
      }
    
      initBook() {
       ...
      }
    
      createAnimation() {
        ...
      }
    
      toggleIsAnimationRunning() {
        ...
      }
    
      ...
    
      destroySingleton() {
        ...
      }
    }

    When the file is initialized, we set up the textures and positions of the books.

    init() {
      this.initModels();
      this.findPosition();
      this.setBookSectionHeight();
      this.initBooks();
    }
    
    initModels() {
      this.originalPosition = [
          {
          name: "book1",
          meshName: null, // the name of the mesh from Blender will dynamically be written here
          position: { x: 0, y: -0, z: 20 },
          rotation: { x: 0, y: Math.PI / 2.2, z: 0 }, // some rotation on y axis so it looks more natural when the books are pilled
        },
        {
          name: "book2",
          meshName: null,
          position: { x: 0, y: -0.25, z: 20 },
          rotation: { x: 0, y: Math.PI / 1.8, z: 0 },
        },
        {
          name: "book3",
          meshName: null,
          position: { x: 0, y: -0.52, z: 20 },
          rotation: { x: 0, y: Math.PI / 2, z: 0 },
        },
        {
          name: "book4",
          meshName: null,
          position: { x: 0, y: -0.73, z: 20 },
          rotation: { x: 0, y: Math.PI / 2.3, z: 0 },
        },
      ];
    
      this.resourceDiffuse = this.resources.items.bookDiffuse;
      this.resourceNormal = this.resources.items.bookNormal;
    
        // a reusable class to set the material and normal map
      this.bakedMaterial = this.materialGenerator.setStandardMaterialAndNormal(
        this.resourceDiffuse,
        this.resourceNormal
      );
    }
    
    //#region position of the books
    
    // Finds the initial position of the book gallery in the DOM
    findPosition() {
      this.bookGalleryElement = document.getElementById("bookGallery");
    
      if (this.bookGalleryElement) {
        const rect = this.bookGalleryElement.getBoundingClientRect();
        this.startingPostionY = (rect.top + window.scrollY) / 200;
      }
    }
    
    //  Sets the height of the book section based on viewport and scroll ratio
    setBookSectionHeight() {
      this.bookSectionHeight =
        this.sizes.height * NB_OF_VIEWPORTS_BOOK_SECTION * SCROLL_RATIO;
    }
    
    //#endregion position of the books
    

    Each book mesh is created and added to the scene as a
    THREE.Group
    .

    init() {
      ...
      this.initBooks();
    }
    
    ...
    
    initBooks() {
      this.booksGroup = new THREE.Group();
      this.scene.add(this.booksGroup);
      
      this.originalPosition.forEach((position, index) => {
        this.initBook(index, position);
      });
    }
    
    initBook(index: number, position: Book) {
      const bookModel = this.experience.resources.items[position.name].scene;
      this.originalPosition[index].meshName = bookModel.children[0].name;
    
      //Reusable code to set the models. More details under the Design Parterns section
      this.loadModel.addModel(
        bookModel,
        this.bakedMaterial,
        false,
        false,
        false,
        true,
        true,
        2,
        true
      );
    
      this.scene.add(bookModel);
    
      bookModel.position.set(
        position.position.x,
        position.position.y - this.startingPostionY,
        position.position.z
      );
      
      bookModel.rotateY(position.rotation.y);
      bookModel.scale.set(10, 10, 10);
      this.booksGroup.add(bookModel);
    }

    Each time a book
    enters
    or
    reenters
    its thresholds, the triggers from the
    Vue
    file run the animation
    createAnimation
    in this file, which rotates the active book in front of the camera and stacks the other books into a pile.

    ...
    
    createAnimation(activeIndex: number) {
        if (!this.originalPosition) return;
    
        this.originalPosition.forEach((item: Book) => {
          const bookModel = this.scene.getObjectByName(item.meshName);
          if (bookModel) {
            gsap.killTweensOf(bookModel.rotation);
            gsap.killTweensOf(bookModel.position);
          }
        });
        this.toggleIsAnimationRunning(true);
    
        this.activeIndex = activeIndex;
        this.originalPosition.forEach((item: Book, index: number) => {
          const bookModel = this.scene.getObjectByName(item.meshName);
    
          if (bookModel) {
            if (index === activeIndex) {
              gsap.to(bookModel.rotation, {
                x: Math.PI / 2,
                z: Math.PI / 2.2,
                y: 0,
                duration: 2,
                ease: GSAP_EASE,
                delay: 0.3,
                onComplete: () => {
                  this.toggleIsAnimationRunning(false);
                },
              });
              gsap.to(bookModel.position, {
                y: 0,
                duration: GSAP_DURATION,
                ease: GSAP_EASE,
                delay: 0.1,
              });
            } else {
            // pile unactive book
              gsap.to(bookModel.rotation, {
                x: 0,
                y: 0,
                z: 0,
                duration: GSAP_DURATION - 0.2,
                ease: GSAP_EASE,
              });
    
              const newYPosition = activeIndex < index ? -0.14 : +0.14;
    
              gsap.to(bookModel.position, {
                y: newYPosition,
                duration: GSAP_DURATION,
                ease: GSAP_EASE,
                delay: 0.1,
              });
            }
          }
        });
      }
    
    
      toggleIsAnimationRunning(bool: boolean) {
        this.isAnimationRunning = bool;
      }

    Interactive Physics Simulations: Rope Dynamics

    The game is the main attraction of the website. The entire concept began back in 2022, when I set out to build a small
    mini-game where you could jump on tables and smash things and it was my favorite part to work on.

    Beyond being fun to develop, the interactive physics elements make the experience more engaging, adding a whole new
    layer of excitement and exploration that simply isn’t possible in a flat, static environment.

    While I can ‘t possibly cover all the physics-related elements, one of my favorites is the rope system near the menu.
    It’s a subtle detail, but it was one of the first things I coded when I started leaning into a more theatrical,
    artistic direction.

    The ropes were also built with performance in mind—optimized to look and behave convincingly without dragging down the
    framerate.

    This is the base file for the meshes:

    // src/three/Experience/Theater/World/Theater/Rope/RopeModel.ts
    
    import * as THREE from "three";
    import Experience from "@/three/Experience/Theater/Experience/Experience";
    import RopeMaterialGenerator from "@/three/Experience/Factories/MaterialGenerator/RopeMaterialGenerator";
    
    import ropesLocation from "./ropesLocation.json";
    
    import type { Location, List } from "@/types/experience/experience.types";
    import type { Scene, Resources, Physics, RopeMesh, CurveQuad } from "@/types/three.types";
    
    let instance: RopeModel | null = null;
    
    export default class RopeModel {
      public scene: Scene;
      public experience: Experience;
      public resources: Resources;
      public physics: Physics;
      public material: Material;
      public list: List;
      public ropeMaterialGenerator: RopeMaterialGenerator;
    
      public ropeLength: number = 20;
      public ropeRadius: number = 0.02;
      public ropeRadiusSegments: number = 8;
    
      constructor() {
        //    Singleton
        if (instance) {
          return instance;
        }
        instance = this;
    
        this.experience = new Experience();
        this.scene = this.experience.scene;
        this.resources = this.experience.resources;
        this.physics = this.experience.physics;
        this.ropeMaterialGenerator = new RopeMaterialGenerator();
        
        this.ropeLength = this.experience.physics.rope.numberOfSpheres || 20;
        this.ropeRadius = 0.02;
        this.ropeRadiusSegments = 8;
    
        this.list = {
          rope: [],
        };
    
        this.initRope();
      }
      
      initRope() {
       ...
      }
      
      createRope() {
        ...
      }
      
      setArrayOfVertor3() {
        ...
      }
      
      setYValues() {
        ...
      }
      
      setMaterial() {
        ...
      }
    
      addRopeToScene() {
        ...
      }
    
      //#region update at 60FPS
      update() {
       ...
      }
      
      updateLineGeometry() {
       ...
      }
      //#endregion update at 60FPS
    
      destroySingleton() {
        ...
      }
    }

    Mesh creation is initiated inside the constructor.

    // src/three/Experience/Theater/World/Theater/Rope/RopeModel.ts
    
     constructor() {
    	...
        this.initRope();
      }
      
      initRope() {
        // Generate the material that will be used for all ropes
        this.setMaterial();
    
        // Create a rope at each location specified in the ropesLocation configuration
        ropesLocation.forEach((location) => {
          this.createRope(location);
        });
      }
    
      createRope(location: Location) {
        // Generate the curve that defines the rope's path
        const curveQuad = this.setArrayOfVertor3();
        this.setYValues(curveQuad);
    
        const tube = new THREE.TubeGeometry(
          curveQuad,
          this.ropeLength,
          this.ropeRadius,
          this.ropeRadiusSegments,
          false
        );
    
        const rope = new THREE.Mesh(tube, this.material);
    
        rope.geometry.attributes.position.needsUpdate = true;
    
        // Add the rope to the scene and set up its physics. I'll explain it later.
        this.addRopeToScene(rope, location);
      }
    
      setArrayOfVertor3() {
        const arrayLimit = this.ropeLength;
        const setArrayOfVertor3 = [];
        // Create points in a vertical line, spaced 1 unit apart
        for (let index = 0; index < arrayLimit; index++) {
          setArrayOfVertor3.push(new THREE.Vector3(10, 9 - index, 0));
          if (index + 1 === arrayLimit) {
            return new THREE.CatmullRomCurve3(
              setArrayOfVertor3,
              false,
              "catmullrom",
              0.1
            );
          }
        }
      }
    
      setYValues(curve: CurveQuad) {
        // Set each point's Y value to its index, creating a vertical line
        for (let i = 0; i < curve.points.length; i++) {
          curve.points[i].y = i;
        }
      }
      
      setMaterial(){
    	  ...
      }

    Since the rope texture is used in multiple places, I use a factory pattern for efficiency.

    ...
    
    setMaterial() {
        this.material = this.ropeMaterialGenerator.generateRopeMaterial(
          "rope",
          0x3a301d, // Brown color
          1.68, // Normal Repeat
          0.902, // Normal Intensity
          21.718, // Noise Strength
          1.57, // UV Rotation
          9.14, // UV Height
          this.resources.items.ropeDiffuse, // Diffuse texture map
          this.resources.items.ropeNormal // Normal map for surface detail
        );
      }
    // src/three/Experience/Factories/MaterialGenerator/RopeMaterialGenerator.ts
    import * as THREE from "three";
    import Experience from "@/three/Experience/Theater/Experience/Experience";
    
    import vertexShader from "@/three/Experience/Shaders/Rope/vertex.glsl";
    import fragmentShader from "@/three/Experience/Shaders/Rope/fragment.glsl";
    
    import type { ResourceDiffuse, RessourceNormal } from "@/types/three.types";
    import type Debug from "@/three/Experience/Utils/Debugger/Debug";
    
    let instance: RopeMaterialGenerator | null = null;
    
    export default class RopeMaterialGenerator {
      public experience: Experience;
    
      private debug: Debug;
    
      constructor() {
        //    Singleton
        if (instance) {
          return instance;
        }
        instance = this;
    
        this.experience = new Experience();
        this.debug = this.experience.debug;
      }
    
      generateRopeMaterial(
        name: string,
        uLightColor: number,
        uNormalRepeat: number,
        uNormalIntensity: number,
        uNoiseStrength: number,
        uvRotate: number,
        uvHeight: number,
        resourceDiffuse: ResourceDiffuse,
        ressourceNormal: RessourceNormal
      ) {
        const normalTexture = ressourceNormal;
        normalTexture.wrapS = THREE.RepeatWrapping;
        normalTexture.wrapT = THREE.RepeatWrapping;
    
        const diffuseTexture = resourceDiffuse;
        diffuseTexture.wrapS = THREE.RepeatWrapping;
        diffuseTexture.wrapT = THREE.RepeatWrapping;
    
        const customUniforms = {
          uAddedLight: {
            value: new THREE.Color(0x000000),
          },
          uLightColor: {
            value: new THREE.Color(uLightColor),
          },
          uNormalRepeat: {
            value: uNormalRepeat,
          },
          uNormalIntensity: {
            value: uNormalIntensity,
          },
          uNoiseStrength: {
            value: uNoiseStrength,
          },
          uShadowStrength: {
            value: 1.296,
          },
          uvRotate: {
            value: uvRotate, 
          },
          uvHeight: {
            value: uvHeight,
          },
          uLightPosition: {
            value: new THREE.Vector3(60, 100, 60),
          },
          normalMap: {
            value: normalTexture,
          },
          diffuseMap: {
            value: diffuseTexture,
          },
          uAlpha: {
            value: 1,
          },
        };
    
        const shaderUniforms = THREE.UniformsUtils.clone(
          THREE.UniformsLib["lights"]
        );
        const shaderUniformsNormal = THREE.UniformsUtils.clone(
          THREE.UniformsLib["normalmap"]
        );
        const uniforms = Object.assign(
          shaderUniforms,
          shaderUniformsNormal,
          customUniforms
        );
    
        const materialFloor = new THREE.ShaderMaterial({
          uniforms: uniforms,
          vertexShader: vertexShader,
          fragmentShader: fragmentShader,
          precision: "lowp",
        });
    
        return materialFloor;
      }
      
      
      destroySingleton() {
        ...
      }
    }
    

    The vertex and its fragment

    // src/three/Experience/Shaders/Rope/vertex.glsl
    
    uniform float uNoiseStrength;      // Controls the intensity of noise effect
    uniform float uNormalIntensity;    // Controls the strength of normal mapping
    uniform float uNormalRepeat;       // Controls the tiling of normal map
    uniform vec3 uLightColor;          // Color of the light source
    uniform float uShadowStrength;     // Intensity of shadow effect
    uniform vec3 uLightPosition;       // Position of the light source
    uniform float uvRotate;            // Rotation angle for UV coordinates
    uniform float uvHeight;            // Height scaling for UV coordinates
    uniform bool isShadowBothSides;    // Flag for double-sided shadow rendering
    
    
    varying float vNoiseStrength;      // Passes noise strength to fragment shader
    varying float vNormalIntensity;    // Passes normal intensity to fragment shader
    varying float vNormalRepeat;       // Passes normal repeat to fragment shader
    varying vec2 vUv;                  // UV coordinates for texture mapping
    varying vec3 vColorPrimary;        // Primary color for the material
    varying vec3 viewPos;              // Position in view space
    varying vec3 vLightColor;          // Light color passed to fragment shader
    varying vec3 worldPos;             // Position in world space
    varying float vShadowStrength;     // Shadow strength passed to fragment shader
    varying vec3 vLightPosition;       // Light position passed to fragment shader
    
    // Helper function to create a 2D rotation matrix
    mat2 rotate(float angle) {
        return mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
    }
    
    void main() {
        // Calculate rotation angle and its sine/cosine components
        float angle = 1.0 * uvRotate;
        float s = sin(angle);
        float c = cos(angle);
    
        // Create rotation matrix for UV coordinates
        mat2 rotationMatrix = mat2(c, s, -s, c);
    
        // Define pivot point for UV rotation
        vec2 pivot = vec2(0.5, 0.5);
    
        // Transform vertex position to clip space
        gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
    
        // Apply rotation and height scaling to UV coordinates
        vUv = rotationMatrix * (uv - pivot) + pivot;
        vUv.y *= uvHeight;
    
        // Pass various parameters to fragment shader
        vNormalRepeat = uNormalRepeat;
        vNormalIntensity = uNormalIntensity;
        viewPos = vec3(0.0, 0.0, 0.0);  // Initialize view position
        vNoiseStrength = uNoiseStrength;
        vLightColor = uLightColor;
        vShadowStrength = uShadowStrength;
        vLightPosition = uLightPosition;
    }
    // src/three/Experience/Shaders/Rope/fragment.glsl
    // Uniform textures for normal and diffuse mapping
    uniform sampler2D normalMap;
    uniform sampler2D diffuseMap;
    
    // Varying variables passed from vertex shader
    varying float vNoiseStrength;
    varying float vNormalIntensity;
    varying float vNormalRepeat;
    varying vec2 vUv;
    varying vec3 viewPos;
    varying vec3 vLightColor;
    varying vec3 worldPos;
    varying float vShadowStrength;
    varying vec3 vLightPosition;
    
    // Constants for lighting calculations
    const float specularStrength = 0.8;
    const vec4 colorShadowTop = vec4(vec3(0.0, 0.0, 0.0), 1.0);
    
    void main() {
        // normal, diffuse and light accumulation
        vec3 samNorm = texture2D(normalMap, vUv * vNormalRepeat).xyz * 2.0 - 1.0;
        vec4 diffuse = texture2D(diffuseMap, vUv * vNormalRepeat);
        vec4 addedLights = vec4(0.0, 0.0, 0.0, 1.0);
    
        // Calculate diffuse lighting
        vec3 lightDir = normalize(vLightPosition - worldPos);
        float diff = max(dot(lightDir, samNorm), 0.0);
        addedLights.rgb += diff * vLightColor;
    
        // Calculate specular lighting
        vec3 viewDir = normalize(viewPos - worldPos);
        vec3 reflectDir = reflect(-lightDir, samNorm);
        float spec = pow(max(dot(viewDir, reflectDir), 0.0), 16.0);
        addedLights.rgb += specularStrength * spec * vLightColor;
    
        // Calculate top shadow effect. In this case, this higher is it, the darker it gets.
        float shadowTopStrength = 1.0 - pow(vUv.y, vShadowStrength) * 0.5;
        float shadowFactor = smoothstep(0.0, 0.5, shadowTopStrength);
    
        // Mix diffuse color with shadow. 
        vec4 mixedColorWithShadowTop = mix(diffuse, colorShadowTop, shadowFactor);
        // Mix lighting with shadow
        vec4 addedLightWithTopShadow = mix(addedLights, colorShadowTop, shadowFactor);
    
        // Final color composition with normal intensity control
        gl_FragColor = mix(mixedColorWithShadowTop, addedLightWithTopShadow, vNormalIntensity);
    }

    Once the material is created and added to the mesh, the
    addRopeToScene
    function adds the rope to the scene, then calls the
    addPhysicsToRope
    function from the physics file.

    // src/three/Experience/Theater/World/Theater/Rope/RopeModel.ts
      addRopeToScene(mesh: Mesh, location: Location) {
        this.list.rope.push(mesh); //Add the rope to an array, which will be used by the physics file to update the mesh
        this.scene.add(mesh);
        this.physics.rope.addPhysicsToRope(location); // same as src/three/Experience/Theater/Physics/Theater/Rope/Rope.addPhysicsToRope(location)
      }

    Let ‘s now focus on the physics file.

    // src/three/Experience/Theater/Physics/Theater/Rope/Rope.ts
    
    import * as CANNON from "cannon-es";
    
    import Experience from "@/three/Experience/Theater/Experience/Experience";
    
    import type { Location } from "@/types/experience.types";
    import type Physics from "@/three/Experience/Theater/Physics/Physics";
    import type { Scene, SphereBody } from "@/types/three.types";
    
    let instance: Rope | null = null;
    
    const SIZE_SPHERE = 0.05;
    const ANGULAR_DAMPING = 1;
    const DISTANCE_BETWEEN_SPHERES = SIZE_SPHERE * 5;
    const DISTANCE_BETWEEN_SPHERES_BOTTOM = 2.3;
    const DISTANCE_BETWEEN_SPHERES_TOP = 6;
    const LINEAR_DAMPING = 0.5;
    const NUMBER_OF_SPHERES = 20;
    
    export default class Rope {
      public experience: Experience;
      public physics: Physics;
      public scene: Scene;
      public list: list[];
    
      constructor() {
        //    Singleton
        if (instance) {
          return instance;
        }
        instance = this;
    
        this.experience = new Experience();
        this.scene = this.experience.scene;
        this.physics = this.experience.physics;
    
        this.list = {
          rope: [],
        };
      }
    
      //#region add physics
      addPhysicsToRope() {
       ...
      }
    
      setRopePhysics() {
        ...
      }
      
      setMassRope() {
       ...
      }
      
      setDistanceBetweenSpheres() {
        ...
      }
      
      setDistanceBetweenConstraints() {
       ...
      }
      
      addConstraints() {
        ...
      }
      //#endregion add physics
    
      //#region update at 60FPS
      update() {
        ...
      }
    
      loopRopeWithPhysics() {
        ...
      }
      
      updatePoints() {
        ...
      }
      //#endregion update at 60FPS
    
      destroySingleton() {
        ...
      }
    }

    The rope’s physics is created from the mesh file using the methods
    addPhysicsToRope
    , called using
    this.physics.rope.addPhysicsToRope(location);.

    addPhysicsToRope(location: Location) {
      this.setRopePhysics(location);
    }
    
    setRopePhysics(location: Location) {
      const sphereShape = new CANNON.Sphere(SIZE_SPHERE);
      const rope = [];
    
      let lastBody = null;
      for (let index = 0; index < NUMBER_OF_SPHERES; index++) {
        // Create physics body for each sphere in the rope. The spheres will be what collide with the player
        const spherebody = new CANNON.Body({ mass: this.setMassRope(index) });
    
        spherebody.addShape(sphereShape);
        spherebody.position.set(
          location.x,
          location.y - index * DISTANCE_BETWEEN_SPHERES,
          location.z
        );
        this.physics.physics.addBody(spherebody);
        rope.push(spherebody);
        spherebody.linearDamping = LINEAR_DAMPING;
        spherebody.angularDamping = ANGULAR_DAMPING;
    
        // Create constraints between consecutive spheres
        lastBody !== null
          ? this.addConstraints(spherebody, lastBody, index)
          : null;
    
        lastBody = spherebody;
    
        if (index + 1 === NUMBER_OF_SPHERES) {
          this.list.rope.push(rope);
        }
      }
    }
    
    setMassRope(index: number) {
      return index === 0 ? 0 : 2; // first sphere is fixed (mass 0)
    }
    
    setDistanceBetweenSpheres(index: number, locationY: number) {
      return locationY - DISTANCE_BETWEEN_SPHERES * index;
    }
    
    setDistanceBetweenConstraints(index: number) {
    // since the user only interact the spheres are the bottom, so the distance between the spheres is gradualy increasing from the bottom to the top//Since the user only interacts with the spheres that are at the bottom, the distance between the spheres is gradually increasing from the bottom to the top
      if (index <= 2) {
        return DISTANCE_BETWEEN_SPHERES * DISTANCE_BETWEEN_SPHERES_TOP;
      }
      if (index > 2 && index <= 8) {
        return DISTANCE_BETWEEN_SPHERES * DISTANCE_BETWEEN_SPHERES_BOTTOM;
      }
      return DISTANCE_BETWEEN_SPHERES;
    }
    
    addConstraints(
      sphereBody: CANNON.Body,
      lastBody: CANNON.Body,
      index: number
    ) {
      this.physics.physics.addConstraint(
        new CANNON.DistanceConstraint(
          sphereBody,
          lastBody,
          this.setDistanceBetweenConstraints(index)
        )
      );
    }
    

    When configuring physics parameters, strategy is key. Although users won ‘t consciously notice during gameplay, they
    can only interact with the lower portion of the rope. Therefore, I concentrated more physics detail where it matters –
    by adding more spheres to the bottom of the rope.

    Since the user only interacts with the bottom of the rope, the density of the physics sphere is higher at the bottom
    of the rope than at the top of the rope.

    Rope meshes are then updated every frame from the physics file.

     //#region update at 60FPS
     update() {
      this.loopRopeWithPhysics();
    }
    
    loopRopeWithPhysics() {
      for (let index = 0; index < this.list.rope.length; index++) {
        this.updatePoints(this.list.rope[index], index);
      }
    }
    
    updatePoints(element: CANNON.Body[], indexParent: number) {
      element.forEach((item: CANNON.Body, index: number) => {
        // Update the mesh with the location of each of the physics spheres
        this.experience.world.rope.list.rope[
          indexParent
        ].geometry.parameters.path.points[index].copy(item.position);
      });
    }
    //#endregion update at 60FPS

    Animations in the DOM – ticket tearing particles

    While the website heavily relies on Three.js to create an immersive experience, many elements remain DOM-based. One of
    my goals for this portfolio was to combine both worlds: the rich, interactive 3D environments and the efficiency of
    traditional DOM elements. Furthermore, I genuinely enjoy coding DOM-based micro-interactions, so skipping out on them
    wasn ‘t an option!

    One of my favorite DOM animations is the ticket-tearing effect, especially the particles flying away. It ‘s subtle,
    but adds a bit of charm. The effect is not only fun to watch but also relatively easy to adapt to other projects.
    First, let ‘s look at the structure of the components.

    TicketBase.vue
    is a fairly simple file with minimal styling. It handles the tearing animation and a few basic functions. Everything
    else related to the ticket such as the style is handled by other components passed through slots.

    To make things clearer, I ‘ve cleaned up my
    TicketBase.vue
    file a bit to highlight how the particle effect works.

    import { computed, ref, watch, useSlots } from "vue";
    import { useAudioStore } from "@/stores/audio";
    
    import type { TicketBaseProps } from "./types";
    
    const props = withDefaults(defineProps<TicketBaseProps>(), {
      isTearVisible: true,
      isLocked: false,
      cardId: null,
      isFirstTear: false,
      runTearAnimation: false,
      isTearable: false,
      markup: "button",
    });
    
    const { setCurrentFx } = useAudioStore();
    
    const emit = defineEmits(["hover:enter", "hover:leave"]);
    
    const particleContainer = ref<HTMLElement | null>(null);
    const particleContainerTop = ref<HTMLElement | null>(null);
    const timeoutParticles = ref<NodeJS.Timeout | null>(null);
    const isAnimationStarted = ref<boolean>(false);
    const isTearRipped = ref<boolean>(false);
    
    const isTearable = computed(
      () => isTearVisible || (!isTearVisible && isFirstTear)
    );
    
    const handleClick = () => {
      ...
    };
    
    const runTearAnimation = () => {
      ...
    };
    
    const createParticles = () => {
      ...
    };
    
    const deleteParticles = () => {
      ...
    };
    
    const toggleIsAnimationStarted = () => {
    ...
    };
    
    const cssClasses = computed(() => [
      ...
    ]);
    
    
    
    .ticket-base {
       ...
     }
    
    
    
    /* particles can't be scoped */
    .particle {
    ...
    }

    When a ticket is clicked (or the user presses Enter), it runs the function
    handleClick()
    , which then calls
    runTearAnimation()
    .

    const handleClick = () => {
      if (!props.isTearable || props.isLocked || isAnimationStarted.value) return;
    	...
    
      runTearAnimation();
    };
    
    ...
    
    const runTearAnimation = () => {
      toggleIsAnimationStarted(true);
    
      createParticles(particleContainerTop.value, "bottom");
      createParticles(particleContainer.value, "top");
      isTearRipped.value = true;
      // add other functions such ad tearing SFX
    };
    
    
    ...
    
    const toggleIsAnimationStarted = (bool: boolean) => {
      isAnimationStarted.value = bool;
    };

    The
    createParticles
    function creates a few new
    <div>
    elements, which act as the little particles. These divs are then appended to either the main part of the ticket or the
    torn part.

    const createParticles = (containerSelector: HTMLElement, direction: string) => {
      const numParticles = 5;
      for (let i = 0; i < numParticles; i++) {
        const particle = document.createElement("div");
        particle.className = "particle";
    
        // Calculate left position based on index and add small random offset
        const baseLeft = (i / numParticles) * 100;
        const randomOffset = (Math.random() - 0.5) * 10;
        particle.style.left = `calc(${baseLeft}% + ${randomOffset}%)`;
    
        // Assign unique animation properties
        const duration = Math.random() * 0.3 + 0.1;
        const translateY = (i / numParticles) * -20 - 2;
        const scale = Math.random() * 0.5 + 0.5;
        const delay = ((numParticles - i - 1) / numParticles) * 0;
    
        particle.style.animation = `flyAway ${duration}s ${delay}s ease-in forwards`;
        particle.style.setProperty("--translateY", `${translateY}px`);
        particle.style.setProperty("--scale", scale.toString());
    
        if (direction === "bottom") {
          particle.style.animation = `flyAwayBottom ${duration}s ${delay}s ease-in forwards`;
        }
    
        containerSelector.appendChild(particle);
    
        // Remove particle after animation ends
        particle.addEventListener("animationend", () => {
          particle.remove();
        });
      }
    };

    The particles are animated using a CSS keyframes animation called
    flyAway
    or
    flyAwayBottom
    .

    .particle {
      position: absolute;
      width: 0.2rem;
      height: 0.2rem;
      background-color: var(--color-particles); /* === #655c52 */
    
      animation: flyAway 3s ease-in forwards;
    }
    
    @keyframes flyAway {
      0% {
        transform: translateY(0) scale(1);
        opacity: 1;
      }
      100% {
        transform: translateY(var(--translateY)) scale(var(--scale));
        opacity: 0;
      }
    }
    
    @keyframes flyAwayBottom {
      0% {
        transform: translateY(0) scale(1);
        opacity: 1;
      }
      100% {
        transform: translateY(calc(var(--translateY) * -1)) scale(var(--scale));
        opacity: 0;
      }
    }

    Additional Featured Animations

    There are so many features, details easter eggs and animation I wanted to cover in this article, but it’s simply not
    possible to go through everything as it would be too much and many deserve their own tutorial.

    That said, here are some of my favorites to code. They definitely deserve a spot in this article.

    Reflections on Aurel’s Grand Theater

    Even though it took longer than I originally anticipated, Aurel ‘s Grand Theater was an incredibly fun and rewarding
    project to work on. Because it wasn ‘t a client project, it offered a rare opportunity to freely experiment, explore
    new ideas, and push myself outside my comfort zone, without the usual constraints of budgets or deadlines.

    Looking back, there are definitely things I ‘d approach differently if I were to start again. I ‘d spend more time
    defining the art direction upfront, lean more heavily into GPU, and perhaps implement Rapier. But despite these
    reflections, I had an amazing time building this project and I ‘m satisfied with the final result.

    While recognition was never the goal, I ‘m deeply honored that the site was acknowledged. It received FWA of the Day,
    Awwwards Site of the Day and Developer Award, as well as GSAP’s Site of the Week and Site of the Month.

    I ‘m truly grateful for the recognition, and I hope this behind-the-scenes look and shared code snippets inspire you
    in your own creative coding journey.



    Source link

  • how to generate qr code in angular.

    how to generate qr code in angular.


    How To Generate QR Code In Angular:

    In the modern digital era, QR codes have become essential for quickly sharing information through a simple scan. QR codes provide a versatile solution for marketing purposes, linking to a website, or sharing contact details. In this blog post, we’ll explore how to generate QR codes in your Angular applications using the angularx-qrcode library.

    We’ll guide you through the installation process, show you how to integrate the library into your Angular project and provide a complete example to get you started. By the end of this tutorial, you’ll be able to create and customize QR codes effortlessly, adding an extra layer of interactivity and functionality to your applications. Perfect for developers of all levels, this step-by-step guide ensures you can implement QR code generation quickly and efficiently. Join us as we dive into the world of QR codes and enhance your Angular projects with this powerful feature!

    Below are the steps to implement it.

    Step 1: Set Up Your Angular Project.

    If you don’t have an existing Angular project, create a new one using the Angular CLI:

    ng new qr-code-app
    cd qr-code-app
    Step 2: Install angularx-qrcode
    Install the angularx-qrcode library using npm:
    npm install angularx-qrcode

    Step 3: Create a Component and import the QRCodeModule.

     

    import { Component } from '@angular/core';
    import { MatFormFieldModule } from '@angular/material/form-field';
    import { QrCodeModule } from 'ng-qrcode';
    
    
    @Component({
      selector: 'app-qrcode',
      standalone: true,
      imports: [MatFormFieldModule,QrCodeModule],
      templateUrl: './qrcode.component.html',
      styleUrl: './qrcode.component.css'
    })
    export class QrcodeComponent {
    
      value: string = 'QRCODE Generator';
    }
    
    4. Update the QR Code Component.

     

    <div class="container">   
        <h1>Generate QR Codes Example</h1>
        <qr-code value="{{value}}" size="300" errorCorrectionLevel="M"></qr-code>
    </div>
    
    
    5. Run the Application.
    ng serve

    Navigate to http://localhost:4200/ in your web browser. You should see a QR code generated based on the data provided.

    Summary

    1. Set up your Angular project.
    2. Install the angularx-qrcode library.
    3. Import QRCodeModule in the imports section.
    4. Create a new component for the QR code.
    5. Update the component to generate and display the QR code.
    6. Run your application.

    This setup allows you to generate and display QR codes in your Angular application easily.

    Weather App In JavaScript                 Custom Pipe Example In Angular.

    https://www.npmjs.com/package/angularx-qrcode



    Source link

  • VBA – A* Search Algorithm with Excel – Useful code


    Ok, so some 10 years ago, I was having fun coding A* Search Algorithms in Excel in VitoshAcademy and this is what I had built back then:

    VBA – A* search algorithm with Excel – Really?

    VBA – A Search Algorithm with VBA – Teil Zwei

    The second one is actually quite fun and I had forgotten about it. Today, I will present a third one, that has a few more features, namely the following:

    • It can be copied completely into a blank Excel’s VBA module, without any additional setup and it will work
    • You can choose for distance method (Manhattan or Heuristics)
    • You can choose for displaying or not calculations in Excel (
      writeScores = False )
    • You can
      ResetAndKeep() , which cleans out the maze, but keeps the obstacles
    • You can setup your own start and goal cell. By simply writing
      s and
      g , somewhere in the PLAYGROUND.
    • You can change the speed of writing in the Excel file, by changing the
      delay variable.

    These are the current commands:



    Source link

  • Rule of 72 – Useful code

    Rule of 72 – Useful code


    Ever heard of the Rule of 72? It’s a classic finance shortcut that tells you how many years it takes for an investment to double at a given interest rate—without reaching for a calculator! Pretty much, if you want to understand when you are going to double your money, that are growing with 7% per year, then simply divide 72 by 7 and see the approximate answer. It works like that and it is approximately ok, for values between 5 and 10%.

    For all other values, the formula looks like this:

    ln(2) is approximately 0.693. Hence, it is 0.693 divided by ln(1+tiny percentage).

    With Python the formula looks like this:

    If you want to see how exact the formula is, then a good comparison vs the exact value looks like this:

    The execution of the code from above like this:

    The YT video, explaining the code and is here:

    https://www.youtube.com/watch?v=BURstTrQWkA

    The GitHub code is here: https://github.com/Vitosh/Python_personal/tree/master/YouTube/023_Python-Rule-of-72

    A nice picture from Polovrak Peak, Bulgaria

    Enjoy!



    Source link