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rofko

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Show HN: Quake ported to 3D CSS (no WebGL)

cssquake.com
13 points·by rofko·hace 24 días·0 comments

Show HN: A CSS 3D Engine (no WebGL)

github.com
80 points·by rofko·el mes pasado·27 comments

Show HN: PolyCSS – A 3D engine for the DOM (without WebGL)

polycss.com
5 points·by rofko·hace 2 meses·1 comments

Show HN: 3D Sokoban, Built in CSS

voxoban.com
1 points·by rofko·hace 4 meses·0 comments

Show HN: 3D Mahjong, Built in CSS

voxjong.com
138 points·by rofko·hace 5 meses·60 comments

Show HN: VoxCSS – A DOM based voxel engine

github.com
53 points·by rofko·hace 7 meses·5 comments

Show HN: A CSS-Only Terrain Generator

terra.layoutit.com
371 points·by rofko·hace 8 meses·82 comments

A CSS terrain generator. No WebGL, just stacked grids and 3D transforms

terra.layoutit.com
2 points·by rofko·hace 9 meses·0 comments

comments

rofko
·hace 21 días·discuss
Hi there! Thanks for the report, buttons should work properly now.

Regarding the game logic, the build step has a small JS extractor over QuakeC/progs.dat to generate JSON source facts: states, models, attacks, sounds, etc. The browser runtime is TypeScript and consumes those for Quake-ish gameplay.
rofko
·hace 21 días·discuss
Thanks for that report! It is hopefully fixed now.
rofko
·hace 21 días·discuss
You should be able to enable sounds with the M shortcut or through the Options menu.
rofko
·el mes pasado·discuss
Hi there! This is not trying to be a three.js replacement, scenes with huge polygon counts naturally should render in canvas.

For me, the interesting case is smaller low-poly or voxel scenes where loading a full 3D stack may be overkill, and where keeping the scene in DOM/CSS gives you easier integration with normal layout, styling, events, etc. Once you have the HTML, you don't even need to load the library to render a static model.

Also, part of the experiment is testing the browser’s limits and getting a clearer sense of where this approach works, where it breaks down, and what the tradeoffs are.

Cheers!
rofko
·el mes pasado·discuss
[dead]
rofko
·hace 5 meses·discuss
Thank you! I'm going to review that. In the meantime I've added Undo/Redo options so you can backtrack your steps.
rofko
·hace 5 meses·discuss
Done!
rofko
·hace 5 meses·discuss
Thanks for the report! I added a patch that hopefully fixes that.
rofko
·hace 5 meses·discuss
Thanks for the feedback! Just pushed that fix.
rofko
·hace 5 meses·discuss
That's unfortunate! I'll make sure to patch that case.
rofko
·hace 5 meses·discuss
Thank you for the insight! I think rotating the tile images is key. Since I’m using CSS Grid for positioning, there are some limitations around overlap like the one you mentioned, but it should be solvable. I’ll keep working on it to bring it closer to the standard behavior.
rofko
·hace 5 meses·discuss
Thank you for the feedback! I will triple check the rules
rofko
·hace 8 meses·discuss
Definitely! I'm planning for more landscape features for next versions. I think rivers will be a great addition, and waterfalls/rapids sound really interesting too. In the end it's a matter of adding a few classes and designing some sprites.
rofko
·hace 8 meses·discuss
Thanks for the report! Are you using a dark mode extension by any chance? I’ve seen that happen with Dark Reader in Chrome.
rofko
·hace 8 meses·discuss
Thank you! Populous and Transport Tycoon were two big inspirations for sure :)