I'm beginning to think that the "code walkthrough" style is just way too involved for many of these tutorials/demos. Most of them can be reduced to "define scenegraph", maybe set up a few event handlers to manipulate it. I think I'll go back to the low-level tutorials when I get a chance to work on them again. There the low-level focus means you get that immediate "and this is what that complex explanation means in real code" feel.With the scenegraph implementations I find myself saying things like "We create a Teapot and make it shiny"... somewhat redundant when the code says Teapot() and shininess = .9 a few lines later. Or maybe it's just that I've been doing VRML for so long it just "is" and I can't feel the difficulties for a new user there.
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