(fourth RacketCon): Neil Toronto — Purely Functional 3D in Typed Racket
Efficient 3D engines use scene databases to quickly answer queries such as “What must be drawn if the viewer is here and looking this direction?“ and “Return all non-opaque triangles in back-to-front order.“ Most 3D engines are written in an imperative style, even though most scene databases are structured as trees and operations on them can be done without destructive updates. In this talk, I give a sneak peak at a standalone 3D engine with a purely functional API, comprised mostly of combinators that oper
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10 years ago 00:15:34 1
(fourth RacketCon): David Vanderson — Racket for a networked multiplayer game
10 years ago 00:22:16 1
(fourth RacketCon): Neil Toronto — Purely Functional 3D in Typed Racket
10 years ago 00:23:14 1
(fourth RacketCon): Brian Mastenbrook — Racket in Production