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I disagree. Anyone with a basic understanding of how perspective projection matrices work will understand the article, especially with the code samples and equations. (Edit: and anybody without this understanding won’t be interested in the article anyway).

I thought it was great, and had a full-on “smack my forehead” moment as to why I had never realized something so simple and effective, after 20 years of programming 3D graphics!




LOL. Me too. 35 years here. There's always something new to learn.

This, coupled with all the fascinating new ideas on how to optimize 3D math has made me determined to go rewrite my old x86 code.




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