That's awesome d00d! You can take advantage of requestAnimationFrame
for ultra-smooth animation by replace setInterval with:
d3.timer(animateIt);
See https://github.com/mbostock/d3/wiki/Transitions#d3_timer for details.
Cheers
Mike
Another tool to consider is three.js, which currently supports SVG,
along with Canvas and WebGL:
https://github.com/mrdoob/three.js/
Personally, I still think there's value in D3-style (data-driven)
generation and manipulation of 3D scenegraphs. But if the goal is
strictly to render 3D in SVG, then three.js has a good head start. :)
I wonder if it is possible to use D3 to manipulate a three.js
scenegraph.
Mike
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Now, when people think of graphs in a browser, the natural thought is vector graphics and SVG, which quickly leads to visualization powerhouse d3.js. It really is an amazing piece of tech with a vast library of useful code to accompany it. When I wrapped my head around how d3's enter/exit selections are implemented and how little it actually does to achieve so much, I was blown away. It's just so elegant and simple.
Unfortunately, d3's core is intricately tied to the DOM through SVG and CSS. And that means ironically that d3 is not really capable of 3D. Additionally, d3 is a power tool that makes no assumptions: it is up to you to choose which visual elements and techniques to use to make your diagrams, and as such it is more like assembly language for graphs than a drop-in tool. These two were show stoppers.
Just dropped in this thread to share more direct, in my opinion, approach to interoperate between d3 and three.js: http://jsdo.it/makc/djN0/fullscreen
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