101 Database Entries

Sharing computer graphics driven experiences online isn’t exactly a walk in the park. In offline non-realtime programs having a point cloud of 30 gigabytes in size could be normal. But, that’s not workable for a web application, especially one running over a weak 3G signal. Below, I’ve listed a few ways to increase the performance of our apps to keep the users happy!


The example codes are from my latest personal project called Popup Mockup. It is a virtual pop-up card generator. While planning for the project, I made some decisions on the design which avoids some of the biggest pitfalls!


All the geometry in Popup Mockup is created from simple primitives, in this case, planes and boxes. If possible, avoiding loading large chunks of geometry or at very least optimizing them is important!

Don’t Save Everything, Recreate

When saving the generated scene to a database, the naive approach would be to store information of each object. It’s better to focus on important objects which are the building blocks of the scene. Then we can save a minimal amount of information while being able to recreate the scene. In this study case, I needed the matrix coordinates of each emoji and text element (position, rotation and scale).

Example entry in the database for a card with only one emoji element:

{ "emojis": [
    // Also the emoji texture name
    "e": "1f600",    "p": {        "x": 0.29,        "y": 1.51,        "z": 0.74    },    "s": 1.27,    "r": -28.04  }  

When loading the page we can identify if the user is creating a new card or loading a shared one based on window.location.pathname. Both imported components are similar but in ShareCardApp the user won’t be able to create anything new. The scene is recreated based on the information fetched from the database.

import BuildCardApp from "./BuildCardApp";import ShareCardApp from "./ShareCardApp";
const pathName = window.location.pathname.split("/");
const shortId = pathName.pop();
const apiUrl = pathName.pop();

if (shortId && apiUrl === "share") {
    .then(response => {
      // If the queried card entry is found in database, use ShareCardApp component
      if (response.data) this.setState({ mode: "share" });
} else {
  // Else open the blank card editor
  this.setState({ mode: "build" });

if (mode === "share") {  renderMode = <ShareCardApp />;} else {  renderMode = <BuildCardApp />;}

Ease on the Precision Pedal

Below is a self-explanatory example of how each card element is saved. Do note all the times I’ve used .toFixedNumber(2) to get rid of extra precision which was not needed!

allElements.forEach((cardEl) => {
  const pos = cardEl.getAttribute("position");
  const scale = cardEl.getAttribute("scale");
  const rotation = cardEl.getAttribute("rotation");

  // Slightly different database inputs for emoji and text elements
  if (cardEl.getAttribute("id").includes("emoji")) {
    const emojiData = {      e: cardEl.emoji,      p: {        x: pos.x.toFixedNumber(2),        y: pos.y.toFixedNumber(2),        z: pos.z.toFixedNumber(2)      },      s: scale.x.toFixedNumber(2),      r: rotation.z.toFixedNumber(2)    };    emojiArray.push(emojiData);
  } else {
    const textData = {      t: child.text,      f: child.font,      c: child.bgColor,      p: {        x: pos.x.toFixedNumber(2),        y: pos.y.toFixedNumber(2),        z: pos.z.toFixedNumber(2)      },      s: scale.x.toFixedNumber(2),      r: rotation.z.toFixedNumber(2)    };    textArray.push(textData);

Using CDN for resources

At first, I wanted to give an option to upload own images for textures but realized the storage issues involved. To save all the images wouldn’t be free or even cheap! I found out a library for returning emoji images based on a string id and figured it would be good solution. Using only emojis as an input ended up being a fun gag, but also will save a tremendous amount of storage space on my end. So the lesson learned here is to use external CDNs and APIs for getting data in if possible!

Implementing the texture selection library to the UI: 1