In the CodeSpells project, we are using Racket + Unreal Engine.  This combo 
would be my recommendation for doing "3D stuff" and also anything with 
physics.  As you can see from the first few seconds of this video, we are 
spawning in Twitch users as 3D physical objects:

https://www.youtube.com/watch?v=wq8aau-fHbs

On Monday, April 12, 2021 at 4:46:56 AM UTC-7 hen...@topoi.pooq.com wrote:

> On Sun, Apr 11, 2021 at 09:25:48PM -0500, Nathaniel W Griswold wrote:
> > Thanks all, i’m just going to see if Pict3D works out. I didn’t know 
> about it before. I don’t really need textures for this project as i am 
> starting with just particles moving around and wave superposition.
>
> It might work for you then. It didn't for me. And I spent a while trying 
> to 
> figure out how to attach textures, but the internals of Pict3d were too 
> much for me. Not enough internal documentation. It was easier to use sgl 
> directly, but I may someday have to go to serious solid modelling.
>
> -- hendrik
>
> > 
> > Nate
> > 
> > > On Apr 8, 2021, at 2:59 PM, Hendrik Boom <hen...@topoi.pooq.com> 
> wrote:
> > > 
> > > On Thu, Apr 08, 2021 at 11:22:10AM -0700, kamist...@gmail.com wrote:
> > >> Have you tried out Pict3D [1]?
> > > 
> > > Two significant flaws with Pict3D:
> > > 
> > > * It does not have a mechanism for attaching a texture to an object.
> > > 
> > > * It does not allow one to cut one #D object out of another.
> > > (such as using a cylinder to drill a round hole in a block of wood)
> > > 
> > > Otherwise it's an impressive peve of work.
> > > 
> > >> There is also a library from Matthew Flatt that can create 3D Text / 
> > >> extruded pathes: [2]
> > >> 
> > >> Personally I currently use opengl [3], these bindings support higher 
> opengl 
> > >> versions than the [4]
> > >> (which only support opengl 1.5 according to its documentation)
> > >> 
> > >> I can't say exactly up to which opengl version [3] has working 
> bindings, 
> > >> these bindings were automatically generated, but that stopped working 
> at 
> > >> some point.
> > >> (Apparantly the input that was used for the generation isn't provided 
> for 
> > >> recent opengl versions anymore, so the generator has to be fixed or 
> > >> replaced to work with a different input/description)
> > > 
> > > Exactly. I've been struggling with this last year, and I sort of gave 
> up.
> > > I'm thinking of looking at it again.
> > > 
> > > What happened to the spec is that the entire thing has been recoded 
> from a 
> > > completely ad-hoc formalism to a slightly less ad-hoc XML-based 
> formalism.
> > > Everything is different. And the new one is somewhat inconsistent 
> about 
> > > the placement of asterisks in the XML phrases that form function 
> prototypes.
> > > 
> > > I've been using sgl for my own work. I suspect it to be largely 
> > > hand-coded, but it seems to work.
> > > 
> > > There's also a binding for Vulkan, which I don't think has been used 
> vary 
> > > much, and so may still pose surprises.
> > > 
> > > https://docs.racket-lang.org/vulkan/index.html
> > > 
> > > I don't know how well any of this works on a Mac, which I gather is 
> going 
> > > its own way for graphics, perhaps in the cause of incompatibility.
> > > 
> > > -- hendrik
> > > 
> > >> 
> > >> [1] https://docs.racket-lang.org/pict3d/index.html
> > >> [2] https://docs.racket-lang.org/pict3d-die-cut/index.html
> > >> [3] https://docs.racket-lang.org/opengl/index.html
> > >> [4] 
> > >> 
> https://docs.racket-lang.org/sgl/index.html?q=opengl#%28idx._%28gentag._0._%28lib._sgl%2Fscribblings%2Fsgl..scrbl%29%29%29
> > >> 
> > >> -- 
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> > 
>

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