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    When Monsters Inc. came out in 2001 it was, in part, a tech demo for the fact that Pixar’s RenderMan could do fairly realistic hair, modelling and rendering each strand of fur. It took a rack full of machines to get an effect that’s very similar to what this is doing in a web browser. On my iPad it gets < 1fps, but the Pixar rendering pipeline was significantly slower than that back in 2001.

    Things like this really reinforce how much faster computers have become in the last 20 years.

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      I love the idea of a declarative 3D graphics API, but the reality seems almost as messy as working directly with three.js. For example, if you take the <WindLayer> out of the <Grass>, you get a null reference exception. Admittedly, this is easily resolved once you find the ref, but my point is that graphics programming seems to frequently involve interdependencies that don’t necessarily lend themselves to declarative APIs. I appreciate how well organized this code is, but I suspect we can credit the author more than the framework for that.

      Has anyone else played with declarative graphics APIs like this or, for example, A-Frame?

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        This makes my graphics programming skills feel inadequate.

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          Is something going wrong for me, or is it supposed to get 1 frame a week?

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            It’s smooth 60fps for me in Firefox/M1/macOS.

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              Interesting. I was getting maybe 10 seconds per frame on Chrome. There was too much malware for it to even run on my Firefox.