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Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

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Re: Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

#11

stupid question to webgl experts here? - can you build an entire fps shooter game using web gl? how is physics handled? how is collision detection, enemy AI handled? what kind of frame rate can you expect from a counter strike game made in web gl? - what is the difference between webgl and threejs and babylonjs? - what is the man hour effort involved for doing something like this assuming you know html, css and js pr…

> what is the man hour effort involved for doing something like this assuming you know html, css and js pretty well but not familiar with gamedev

Almost trivial with Ai. I just started making games with threejs. threejs is pretty much the abstractions you'd end up writing your self if you wanted to use webgl.

The hard part is refining, polish, creating fun mechanics, and creating assets.

Re: Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

#12

stupid question to webgl experts here? - can you build an entire fps shooter game using web gl? how is physics handled? how is collision detection, enemy AI handled? what kind of frame rate can you expect from a counter strike game made in web gl? - what is the difference between webgl and threejs and babylonjs? - what is the man hour effort involved for doing something like this assuming you know html, css and js pr…

Very few questions are stupid, these are not.

Yes, you can definitely build an entire fps game using WebGL for rendering. Typically using JavaScript to handle physics, collision, gameplay, etc.

My current WebGL project is rendering high definition terrain, high-poly animated models, thousands of particles, shaders, sound and more over 150 frames-per-second on a 10 year old PC with a RTX 3060. I have found hardware acceleration is often not enabled in the browser, or Windows will default to using the integrated-graphics card when running the browser and that must be changed in the Windows Graphics Settings.

WebGL is a graphics API for talking right to the graphics card, supported by The Browser. ThreeJS and BabylonJS are libraries that make it easier to render 2D and 3D graphics, both use WebGL and/or WebGPU behind the scenes for rendering.

Development with HTML/CSS/JavaScript and WebGL is my favorite stack to work with. Development is fast, re-loading is quick, errors and debugging is handled directly in the browsers which have great debug information and performance tracking. No compile time and support on lots of devices.

Yes, OpenGL came first. WebGL is a JavaScript binding of a subset of OpenGL functionalities.

Re: Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

#15
You are forgiven for not knowing about the University of Leiden's Escher and the Droste effect site from 2002, given it shut down in 2024, but they were the first to try filling in the centre of Print Gallery and make the association with the cocoa tins

https://web.archive.org/web/20020802200015/http://escherdros...

Re: Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

#16
post #12

stupid question to webgl experts here? - can you build an entire fps shooter game using web gl? how is physics handled? how is collision detection, enemy AI handled? what kind of frame rate can you expect from a counter strike game made in web gl? - what is the difference between webgl and threejs and babylonjs? - what is the man hour effort involved for doing something like this assuming you know html, css and js pr…

Very few questions are stupid, these are not. Yes, you can definitely build an entire fps game using WebGL for rendering. Typically using JavaScript to handle physics, collision, gameplay, etc. My current WebGL project is rendering high definition terrain, high-poly animated models, thousands of particles, shaders, sound and more over 150 frames-per-second on a 10 year old PC with a RTX 3060. I have found hardware ac…

> Development with HTML/CSS/JavaScript and WebGL is my favorite stack to work with.

I love this myself, but..

> have great debug information

How do you debug WebGL stuff? I find that to be one of the least debuggable things I've ever done with computers. If there's multiple shaders feeding into one another, the best I can usually come up with is drawing the intermediate results to screen and debugging visually. Haven't been paying too much attention to the space the past 2-3 years though, so I'm wondering if some new tools emerged that make this easier.

Re: Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

#18

You are forgiven for not knowing about the University of Leiden's Escher and the Droste effect site from 2002, given it shut down in 2024, but they were the first to try filling in the centre of Print Gallery and make the association with the cocoa tins https://web.archive.org/web/20020802200015/http://escherdros...

It's cited by 3b1b themselves, who used Leiden's un-spiralized image to describe the effect.
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