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I'm more saddened by the state of hardware. It's amazing and very practical and basically perfect for everyday use... But it was a lot cooler back then.

WebGL file management doesn't seem to hard to implement, I'm guessing it would be a weekend project to make a demo, now that one doesn't actually need math to draw 3D stuff.




> now that one doesn't actually need math to draw 3D stuff.

Even for camera movements/projection stuff? News to me, haven't messed with 3d since around 2010.


I'm assuming you probably still need some math to make everything look actually good, but you could probably get something working just with assorted random hackery.

Most of the libraries seem to just be "Put X object on the screen at Y coordinates and rotation and size with Z texture and material", it's not like you're dealing with how rendering actually works by hand and figuring out what color each pixel should be.

But I've never done much of anything in 3D, aside from CAD work so idk.




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