Steven Wittens writes about 3D graphics, WebGL, math visualization and web technology, with interactive demos.
Commenters call it the best tech blog they have found, praising its visualizations, explainers and hand-coded WebGL front page.
> But it's hypocrisy in hindsight given that all the great features that web developers flocked to came from the other engines. And now Mozilla is complaining that there are -webkit prefixes everywhere.
? It isn't Mozilla saying this. It's every browser but WebKit. It's Microsoft, Mozilla and Opera, and non-browser people too.
The mobile web is broken because it's full of WebKit-specific stuff that other browsers can't render. That's a fact. Mobile version of IE, Firefox and Opera can't render the mobile web properly because of that, even though they are standards-compliant browsers.
> As for 3D CSS, it's not just about 'disagreements' or 'the spec'. The work Apple has done on iOS and desktop has made WebKit2 a seriously impressive engine. I made this site recently: http://acko.net/. It's butter smooth in Safari, choppy and ugly as hell in Firefox 10 (if I enable the 3D effect there). And yet Mozilla goes around proclaiming Firefox now supports CSS 3D and is on par with WebKit.
Link? All I've seen is that Firefox was announced to support 3D CSS stuff, which it does. There might be bugs where it doesn't render as fast as it should, you might want to file one about your website (which is cool, btw).
Side note: WebKit2 is a new embedding API for WebKit that is multiprocess-enabled, not a new version of WebKit. Chrome, for example, doesn't use WebKit2 - Chrome has its own multiprocess code. The 3D CSS stuff is in WebKit, and not related to the WebKit2 API (which, btw, has…
According to Wikipedia, SVG fonts were 3 out of a 100 tests. If you ignore those, Firefox 4 passed ACID3 about 2 years after Opera and WebKit, and that's only counting the actual released versions rather than nighties. But it's not even about the specific tests, it's about the crappy and holier than thou attitude that Mozilla demonstrated in those years, with very little to back it up.
For example this post, which has been removed by the author but is still referenced elsewhere:
http://blog.mozilla.com/rob-sayre/2008/03/26/acid3-is-basically-worthless/
The gist of it was that ACID3 didn't test things that were relevant to 'real' web developers. Which is a dubious criticism at best, seeing as ACID3 was an excellent weathervane for sorting the wheat from the chaff.
But it's hypocrisy in hindsight given that all the great features that web developers flocked to came from the other engines. And now Mozilla is complaining that there are -webkit prefixes everywhere.
As for 3D CSS, it's not just about 'disagreements' or 'the spec'. The work Apple has done on iOS and desktop has made WebKit2 a seriously impressive engine. I made this site recently: http://acko.net/. It's butter smooth in Safari, choppy and ugly as hell in Firefox 10 (if I enable the 3D effect there). And yet Mozilla goes around proclaiming Firefox now supports CSS 3D and is on par with WebKit.
Me and another fellow both cited Steve Wittens' review of HTML+dom at each other at the same time a couple days ago. It's a lovely document. https://acko.net/blog/html-is-dead-long-live-html/
At the end he talks about html-in-canvas. This was a while ago, but I think the limitation is still there: the input mapping is totally fudged, just really bad DIY mapping. It only really works for fairly trivial uses.
Steve also mentioned a task I'd like to see: project html onto a curved surface.
I'm so so so happy we're getting something. But it feels like there are many many many constrains here, that might not be so apparent at first glance. It would be so nice to really have HTML in space, but this isn't really there.
Steven made the Whacko AVS packs for Winamp back in the day under the name UnConeD, which were easily the most impressive visualizations I ever saw in AVS.
He has them all for download on the website[1].
You could always see the source code, and I remember as a teenager trying to pick them apart to see how they worked. It seemed so much more advanced than what everyone else was doing. Other packs would have pretty waveforms. Whacko AVS had, as just one example, a spaceship flying through hyperspace in a storm - and it still reacted to the music!
Justin Frankel, the creator of AVS (and Winamp itself), now
makes Reaper, one of the world's best DAWs.
[1] https://acko.net/blog/avs/
In addition to the recommendation by
lastofus, I highly highly recommend this presentation:
https://www.youtube.com/watch?v=GNO_CYUjMK8
Despite the title, the talk is NOT WebGL specific. It's a fantastic, FANTASTIC tour of 3D graphics fundamentals.
This is, IMHO, quite simply the best presentation I've ever seen on how matrix math relates to graphics programming.
Also see Stevens' site: http://acko.net
Side note - There are some great pages there, be sure to check this one out if you're at all interested in how math is applied to animation:
http://acko.net/blog/animate-your-way-to-glory/
I think you are mistaken. I remember landing upon that website some time before 2023 and being greatly impressed by that very 3D parallax effect. To my knowledge there were no AI tools available in 2022 capable of producing effects like that. There are barely now.
To my understanding it was made possible by another project of the same author [0] - check the date. Also check this [1] - dated 2003.
Is it so hard to accept that humans are more capable of doing intricate and impressive work than any LLM will ever be?
- [0] https://github.com/unconed/CSS3D.js
- [1] https://acko.net/blog/avs/