For me, the interesting case is smaller low-poly or voxel scenes where loading a full 3D stack may be overkill, and where keeping the scene in DOM/CSS gives you easier integration with normal layout, styling, events, etc. Once you have the HTML, you don't even need to load the library to render a static model.
Also, part of the experiment is testing the browser’s limits and getting a clearer sense of where this approach works, where it breaks down, and what the tradeoffs are.
Cheers!
We haven't built it yet, but its on the roadmap
I'm having a hard time seeing it. My experiments with CSS animation have always performed much better in CSS than JS (again, excluding it being pure webgl/canvas JS).
And ofc there's the nice bonus that it works if I haven't chosen to trust and whitelist their website for JS yet.
Would you recommend this for hacking around or not?
Whereas THREE.js or webgl is purpose-built for realtime animated 3d scenes.
The gallery has been updated with more models. Compare the same model in PolyCSS vs. Three.js:
https://polycss.com/gallery/?model=205023689 (13 fps)
https://threejs.org/examples/#webgl_animation_skinning_morph (60 fps)
https://benjaminaster.com/css-minecraft/
It's been on HN before ( https://news.ycombinator.com/item?id=44100148 )
cush•4h ago
bryanrasmussen•4h ago