Qubes. In 3D.
What's more boring than using pre-existing libraries? Trick question. Nothing. You always use pre-existing libraries. Unless you are bored and at a hackathon, then you obviously try to implement your own 3D rendering engine within 24 hours using the matrix transformations you just learned from the matrix algebra class you aren't even enrolled in.
What it does
Qubes in 3D space are generated randomly. The user then floats through space, mostly empty, just like my sleep-deprived brain as I am writing this.
How we built it
We defined a bunch of 3D vectors, then used perspective projection to display them onto a 2D surface.
Challenges we ran into
It was difficult at first to keep track of which surfaces are on top of each other. However, after consuming more notebook pages than a whole semester of class, we figured it out.
Accomplishments that we're proud of
We figured out the math ourselves. And we octographed an octocat.
What we learned
Unity3D and OpenGL exist for a reason.
What's next for Qube Field
We will qube root the run time and add 100% more Soylent.