WebGL Performance Challenge: Render Thirty Frames per Second and Send them to the Server

In my last update, I discussed using Socket.io for the implementation of persistent server connections in our music visualizer app. This week, we inch closer to our ultimate goal of rendering thirty frames per second with Three.js and sending them to the to the server for rendering to video. Great strides were made, but I also Read More …

Persistent Connections with Node.js and Socket.io

Last week, I reported on an important milestone in our music visualizer project: Successful creation (from static files) of an HD video (with audio) using Node.js and FFMpeg. Our ultimate goal: To generate thirty client-rendered WebGL frames per second, push them across a socket to a Node.js microservice, create a video, and upload it to YouTube. Sounds crazy? You bet. But it’s a Read More …

Creating Video on the Server in Node.js

In the previous article, I detailed how we arrived at the idea of rendering our music visualizer’s WebGL frames in the web browser, and shipping them to the server for assembly into a final video. In this article I’ll be discussing the early progress of my exploration into that approach. Setting up a Host Read More …

Should I Render Three.js to Video on the Client or Server?

I’m working on an exciting new geegaw with a business partner and old friend in Seattle. It’s a 3D music visualizer built in HTML5 / WebGL using PureMVC, React, and Three.js. We already have a solid, extendable client framework, and some great stuff going on in the rendered scene, which the user can Read More …

Securing Slack Webhooks with Firebase and Node.js

Just trying to get a message through It’s no secret that Slack, the extensible group messaging service, has become the darling of development teams around the world for its ability to integrate documents, posts, and services from around the web. And if you’re working with Google’s hot new property Firebase as we are, you know it’s Read More …