Like the post, I wrote an old-school 3D engine that does the same math—renders flat-shaded polygons in an HTML5 Canvas.Demo: <a href="https://engineersneedart.com/Phosphor3DTest/" rel="nofollow">https://engineersneedart.com/Phosphor3DTest/(cursor keys drive the sand crawler, square-brackets change FOV)Sources: <a href="https://github.com/EngineersNeedArt/Phosphor3D" rel="nofollow">https://github.com/EngineersNeedArt/Phosphor3D(I was seeing a few anomalies and sent Claude to investigate—found a math error or two. There are still some anomalies in depth sorting the polygons but not due to the code, I believe—instead the model itself.)
JKCalhoun · · focus · HN ↗
Demo: <a href="https://engineersneedart.com/Phosphor3DTest/" rel="nofollow">https://engineersneedart.com/Phosphor3DTest/
(cursor keys drive the sand crawler, square-brackets change FOV)
Sources: <a href="https://github.com/EngineersNeedArt/Phosphor3D" rel="nofollow">https://github.com/EngineersNeedArt/Phosphor3D
(I was seeing a few anomalies and sent Claude to investigate—found a math error or two. There are still some anomalies in depth sorting the polygons but not due to the code, I believe—instead the model itself.)