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by hnuser123456 441 days ago
It's not so much that triangles are the primitive, as much as our logic for combining multiple triangles into a mesh and texturing, lighting, and deforming them in continuous ways clearly has some gaps. It's definitely not an easy problem and it's a fun exercise to see how various silicon innovations unlocked increasingly accurate solutions, and what corners needed to be cut to hit 30fps back in the day.