i think ultimately, there also the world moves aroun the player and cameras are just a concept to make the frustrum etc (maybe modern tools do it differently, im a little out of date)
https://www.simplethread.com/new-and-upcoming-css-features-i...
And this project kinda show how far you can go, still, if you really want it :D
The post here could really use it though. The main content is pushed to the bottom of the page!
Crazy to see how far we've come.
In web specs closely rivaled by SVG.
You can pick which one is uglier and you'll be right.
As others pointed out: the fact you can do this in CSS tells you everything you need to know if you consider what CSS is for. Even w/o ever looking at the spec or understanding how it came to be.
i guess if you're someone still stuck on the "web browsers are for displaying static documents" and "css is for prettifying markup" thing, then sure, I bet what you said sounds real witty
This is the real horror here, Uncanny-Valley gameplay Doom. It's like those Doom maps where people tried to recreate the game levels from memory, but still made a few mistakes and got some details wrong. This is like that, but for the gameplay rather than the level layouts. It's different enough to be wrong.
We have Green Armor that sets your armor to 200%. Health Bonuses that reset your health to 100% if you exceeded that number, too bad if you recently collected a Soul Sphere. Switch-activated doors that are supposed to stay open, but instead automatically close, but then the secret wall unexpectedly activates like a manual door.
> "Once I’ve proven to myself that rendering was feasible, I used Claude to create an approximate version of the game loop in JavaScript based on the original DOOM source, which to me is the least interesting part of the project"
This post is about whether you can render Doom in CSS not whether Claude can replicate Doom gameplay. I doubt the author even bothered to give the game loop much QA.
Looks like it is, though? https://news.ycombinator.com/item?id=47558097