HackerReposA FIELD GUIDE TO OPEN SOURCE
ProSponsor the shelf♧ 0
← Back to top all-time
unconed
NeverSeenTheSky
JavaScript2012–2013
unconed / NeverSeenTheSky

NeverSeenTheSky

Source code for the WebGL demo Never Seen The Sky

2Distinct people
2Mentions
0Explicit recommenders
53GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Source code for the WebGL demo Never Seen The Sky

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by week2 dated mentions

Observed mentions: 2012-12-24 06:51:07 UTC to 2013-02-03 07:39:34 UTC. Weeks start Monday, UTC.

012012-12-24 00:00:00 UTC to 2012-12-31 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 commentsDec 242012-12-31 00:00:00 UTC to 2013-01-07 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2013-01-07 00:00:00 UTC to 2013-01-14 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsJan 72013-01-14 00:00:00 UTC to 2013-01-21 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2013-01-21 00:00:00 UTC to 2013-01-28 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2013-01-28 00:00:00 UTC to 2013-02-04 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsJan 28

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Dec 242012-12-24 00:00:00 UTC2012-12-31 00:00:00 UTC110
Dec 312012-12-31 00:00:00 UTC2013-01-07 00:00:00 UTC000
Jan 72013-01-07 00:00:00 UTC2013-01-14 00:00:00 UTC000
Jan 142013-01-14 00:00:00 UTC2013-01-21 00:00:00 UTC000
Jan 212013-01-21 00:00:00 UTC2013-01-28 00:00:00 UTC000
Jan 282013-01-28 00:00:00 UTC2013-02-04 00:00:00 UTC101

What Hacker News says

2 sources
A lot of people are underestimating what this stuff can be used for, IMO. It goes far beyond traditional games. I myself have been doing a lot of work with WebGL-driven articles [1]. With nothing more than nginx and Jekyll, I have an incredibly efficient pipeline to get 3D math lectures out to thousands with less than 20KB of JS per graph and 200KB of shared libraries. I can edit the content anytime I want and rsync an update. I got a 100k hits on that article last month, my little linode didn't break a sweat. I've also been working on setting up GLSL based computational chains easily, allowing me to implement a fluid dynamics solver [2] with a dozen lines of JS and a hundred lines of GLSL [3]. It's not as demoscene-like as it seems, I don't have to work very hard to get it to run well, as JS is rarely the bottleneck. Dedicated game engin
Read the rest
es will always be the realm of optimized native code, but there is an entire field outside that of rich 3D content. Between GLSL, Web Workers and fast JITs, there is a lot that can be done here. With JS, you not only get a platform you can deploy easily, but you get live access to a fully introspective VM at the same time. I expose all my JS to the console, and do most of my prototyping in there. All for free. It's also the only platform that has a chance to be available universally, from pockets to desks to living rooms. I know I'd much rather restrict myself to techniques that are a couple years old, if it means it actually runs well on modest hardware—which a lot of demoscene stuff does not do. [1] http://acko.net/blog/how-to-fold-a-julia-fractal [2] http://acko.net/files/never-seen-the-sky/git/ [3] https://github.com/unconed/NeverSeenTheSky/blob/master/js/fl...
In Why you should use WebGL

MAKE YOURSELF AT HOME

A few shortcuts

/
Search the collection
?
Open this guide
Esc
Close dialogs and navigation

Your saved repositories and interests stay in this browser.