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rofko

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

cssquake.com
13 points·by rofko·24 giorni fa·0 comments

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

github.com
80 points·by rofko·mese scorso·27 comments

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

polycss.com
5 points·by rofko·mese scorso·1 comments

Show HN: 3D Sokoban, Built in CSS

voxoban.com
1 points·by rofko·4 mesi fa·0 comments

Show HN: 3D Mahjong, Built in CSS

voxjong.com
138 points·by rofko·5 mesi fa·60 comments

Show HN: VoxCSS – A DOM based voxel engine

github.com
53 points·by rofko·7 mesi fa·5 comments

Show HN: A CSS-Only Terrain Generator

terra.layoutit.com
371 points·by rofko·8 mesi fa·82 comments

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

terra.layoutit.com
2 points·by rofko·9 mesi fa·0 comments

comments

rofko
·21 giorni fa·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
·21 giorni fa·discuss
Thanks for that report! It is hopefully fixed now.
rofko
·21 giorni fa·discuss
You should be able to enable sounds with the M shortcut or through the Options menu.
rofko
·mese scorso·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
·mese scorso·discuss
[dead]
rofko
·5 mesi fa·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
·5 mesi fa·discuss
Done!
rofko
·5 mesi fa·discuss
Thanks for the report! I added a patch that hopefully fixes that.
rofko
·5 mesi fa·discuss
Thanks for the feedback! Just pushed that fix.
rofko
·5 mesi fa·discuss
That's unfortunate! I'll make sure to patch that case.
rofko
·5 mesi fa·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
·5 mesi fa·discuss
Thank you for the feedback! I will triple check the rules
rofko
·8 mesi fa·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
·8 mesi fa·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
·8 mesi fa·discuss
Thank you! Populous and Transport Tycoon were two big inspirations for sure :)