Hehe.  Yeah, we were discussing resyntax.

On Mon, Apr 12, 2021, 11:01 AM Dominik Pantůček <
[email protected] wrote:

> 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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