3 ms·
You're kind of missing the point. Doing a single classic demoscene effect is indeed trivial. Doing arbitrary multi-stage, multi-frame video feedback effects is
by unconed 12y ago
You're kind of missing the point. Doing a single classic demoscene effect is indeed trivial. Doing arbitrary multi-stage, multi-frame video feedback effects is not, and you'd need to write dozens of lines of unique GL API code for each stage. Avoiding that work is what this is about.
The fact that computer graphics from 1996 are still taught as if it was 1996 should be greater cause for concern. Or that math from the 19th century is taught as if it's the 19th century.
See: http://acko.net/blog/how-to-fold-a-julia-fractal/ http://acko.net/blog/how-to-fold-a-julia-fractal/
- vosper 12y agoFair point, and I should have made my comment clearly about WebGL, rather than the work of the author in creating this post - that is very impressive. What I really wanted to say is that I still find it disappointing that after so long WebGL seems to made so little progress when compared to any game running on the same underlying hardware. I'm happy that the graphics can be constructed more elegantly, but I wish they didn't stutter, stumble, and drive my computer fan to max.
- unconed 12y agoSome of this is because I'm wrapping it inside a ghetto CSS 3D presentation framework I've been reusing for almost 2 years, built when this stuff was buggy as hell. Mea culpa. But compared to any game running on the same underlying hardware... Remember all the aimbots, wallhacks and more that people have been hacking in for years? How many crashes you've experienced? "Please install the latest driver". "You must restart the game to apply this setting". How about the fact that every game pretty much freezes the UI while it's first loading? You don't want web sites to work like that. WebGL has fundamentally different priorities, but they're not all bad. GPU drivers have favored performance over stability for years. Modern games are a giant pile of hacks, but devs can afford the massive QA operation required to hide this fact. Heck, Nvidia turned game engine hacking into a feature, allowing you to add modern effects into old engines through their drivers. See for example if you can figure out which vendor is which in this Valve developer's tell-all: http://richg42.blogspot.co.uk/2014/05/the-truth-on-opengl-driver-quality.html http://richg42.blogspot.co.uk/2014/05/the-truth-on-opengl-dr...