Re:Rendering large terrains
by theandrewbailey on Monday March 10, 2014 @08:52AM
(#7372604)
It's 2014 and Javascript is awesome.
If I ever do anything 3D, it will probably be WebGL. Some industry veterans have reservations against it, but so long as it doesn't look like poop smeared origami, it's OK.
Re:Rendering large terrains
by valarauca1 on Monday March 10, 2014 @09:10AM
(#7372666)
>2014 and javascript is awesome
sort(1,10,5,3)
1, 10, 3, 5
Then there is this.
null == false //false
!null //true
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Refe...
> The default sort order is lexicographic (not numeric).
Works as documented.
Ok, pick any other embarrassing design flaw: http://wtfjs.com/
Documented boneheaded decisions are STILL boneheaded.
Re:Rendering large terrains
by theandrewbailey on Monday March 10, 2014 @10:30AM
(#7373072)
Sorry, by 'javascript is awesome', I meant 'javascript performance is awesome'.
"You just can't get oldschool developers away from their beloved languages :)." - 1995 is new-school now?
Re:Rendering large terrains
by valarauca1 on Monday March 10, 2014 @09:38AM
(#7372799)
1995 will be 20 years ago next year.
Frostbite goes a bit further (they stream in the height-map etc.) but the bare method used is this. His reaction to me sharing this was quite funny:
> Cool! But… Javascript??! It’s like writing the bible (or your religious equivalent) in glitter and kids crayons… Loses something.
You just can't get oldschool developers away from their beloved languages :).
[1]: http://dice.se/wp-content/uploads/GDC12_Terrain_in_Battlefie...