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by gsnedders 4698 days ago
I'd much rather see such a tutorial about how to do this without Three.js — this high level, you're not /really/ doing anything with WebGL directly. It's like a tutorial for the DOM just going, "so, we're going to use jQuery".
1 comments

I've got some decent experience with both OpenGL and WebGL. It's simply not worth the effort to learn for 95% of whatever you'll be doing--you end up reinventing a broken subset of what's already there.

Three.js is taking care of a lot for you, and it's not a bad thing. It's doing scene graphs, matrix math, GL setup and teardown code, shader setup and teardown, buffer setup and teardown, camera math, and much more.

Use a bloody engine unless your explicit goal is learning something arcane.

If you want to learn WebGL then you need to use WebGL. Using an engine can be a good decision for a project, but not a good way to learn WebGL.
Quite right--but the utility of actually learning WebGL is questionable.