One clicks on your Twitch and the first thing coming from the speakers
is "Do you remember Jack? Jack Firth?"

Everyone does, of course ;-)

On 12. 04. 21 17:31, Stephen Foster wrote:
> 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 [email protected] 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 <[email protected]>
>     wrote:
>     > >
>     > > On Thu, Apr 08, 2021 at 11:22:10AM -0700, [email protected]
>     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
>     <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
>     <https://docs.racket-lang.org/pict3d/index.html>
>     > >> [2] https://docs.racket-lang.org/pict3d-die-cut/index.html
>     <https://docs.racket-lang.org/pict3d-die-cut/index.html>
>     > >> [3] https://docs.racket-lang.org/opengl/index.html
>     <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
>     
> <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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