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I remember predictions that cable TV practices (bundling/ads/high prices) would eventually get into the "easy/cheap/fast" streaming tech and undermine its newfound value.

Even if streaming prices were just as bad as cable TV, you have to admit that the lock-in effects are minimal and that's pretty great on its own: no hardware, no-contracts, no brick-and-mortar, no service appointments or technicians, etc.

With that in mind, I don't mind at all if companies are implementing these tactics. The barriers to compete are now way lower and the situation is much better for consumers (compared to ISP entertainment).


Do you have thoughts on Dreams by Media Molecule?

I haven't tried it, but, people seem to be pretty productive with it much in the way they would be with a DCC.


It looks neat for a teenager, I'm definitely impressed at the "all-in-one" idea that it has DCC DAW and game engine together. But the sculpting is clearly pretty rudimentary. One video I saw, a guy had sculpted Kermit and it looked great; but he complained that it took a massive amount of time. In Blender, it would be an afternoon project.

Once you understand what's happening under the hood and you know your hotkeys, you can really fly around and do stuff fast.


On the webGL/GPU side, my cynical speculation is that the Apple has slowly been amassing a nest of graphics talent for the last 5 years (Metal, Vision Pro, ARKit, list goes on), and at this point they can't resist the pressure from employees to not support some of this stuff which should be table stakes and is obviously good for the user experience.

On the PWA side, best guess is anti-competition scrutiny.


First commit in 2018, crazy how sparse webGL is on the web still.

I feel like I have seen someone use this repo in a successful ios app as well.


The repo owner has indeed an iOS and Android app of this already published.

https://play.google.com/store/apps/details?id=games.paveldog...

https://apps.apple.com/app/fluid-simulation/id1443124993

It's kinda dumb, but I hope the app would also become available on the Amazon App Store for my kids to play with on their Amazon Fire HD Kids tablet (can't sideload on the kid profile though).


Poor tooling, black listed drivers, authors cannot ever be assured users get HW accelerated experience.


I think that the Apple Vision Pro might claim to have something _like_ this in audio raytracing?


I think this was also a hyped feature of the PS5 when paired with specific Sony headphones.


Sounds like you are looking for react-three-fiber, which looks just like this!

The examples, demos, and development experience are great, but since it's based on web tech hasn't made a big splash yet with the bigger 3D content businesses.

You can actually render a gltf as a JSX tree too with gltfjsx: https://github.com/pmndrs/gltfjsx


Really amazing! For those interested I highly recommend checking out Repper (https://repper.app/) for a fun playground without having to get too deep into the math.

Another AI driven one I saw recently was https://tilemaker.app/ which is fun.

I've also been playing a bit with tiling algorithms implemented as shaders


Ah repper reminds of the "kaleidoscope" effect in Pixelmator: https://www.deepakg.com/kaleidoscopic-dutch-houses

Will play with them. Thank you for sharing.


The hyperbolic tiles are just amazing to me, crazy that can be done with simple math


WebXR is the way to do this, and a reasonable more supported equivalent to react-vr is probably @react-three/xr which where the stack is react --> three.js --> webXR --> WebGL.

https://github.com/pmndrs/react-xr

Apple announced support for WebXR on VisionOS as well.

I think it will be a lot more interesting once webGPU hits too, as it will be closer to native-level GPU programming but portable between both native and web contexts.


100% agree. This would be a killer integration in vercel preview deployments (a la comments feature)

Triplex has some of that 2-way sync for frontend to code: https://triplex.dev/docs/overview


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