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I give it 15 minutes before someone on here ports Doom
This reminds me of the 3D maps in corru.observer, which also only used CSS transforms
Over a weekend about a decade ago, I toyed with making a Final Fantasy Tactics-like game in the browser using CSS for the renderer. I could not get it to work in the time I gave it. I realized too late I needed to make some abstractions and stop trying to manipulate CSS directly.

Which is a long way of saying I appreciate how challenging this probably was to figure out. I love stuff like this.

The per-polygon DOM events are what make this more than a trick. Getting click handlers on individual faces in WebGL means raycasting. Here it's just onClick. For certain use cases that's the whole argument.
It's cool. The performance is good but why not use WebGL, any reason?
Does it support per-pixel depth test? Or it just sorts polygons?
Is this inspired by the old famo.us work?