Thanks for your additional thoughts!
Not really related to WebGL tooling per-se, but I actually do have a rant on nice code output! Human-readable code is one of those mixed bags… it is very hard to produce something all humans would want to read (many will complain one way or another based on the developer’s choices), and if humans aren’t writing/editing it, then it loses a lot of its purpose. Further, if humans are editing it, then it is assumed that the app needs to be able to read it back in, which is exceedingly difficult in the face of human error and ambiguous specs! With Hype’s output, my philosophy was that this is a feature people think they want, but in reality don’t use. They’re mostly concerned with the result. On the whole, I think this has held up. It is like iPhone’s non-replaceable batteries - a lot more people complain that you can’t replace the battery than would ever actually replace a battery.
Alright, rant over . Do you have any WebGL projects that you’ve made? I’d love to take a look and get a better feel for what folks are doing with it. Most of what I’ve seen has been cool demos or game ports. If there’s other areas WebGL is being used, those specific cases also might be ripe for good tooling.