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WebGL Dungeon
- cpfohl 15y agoWow, that's crazy amazing. I've really enjoyed some of the WebGL stuff I've seen, I only wish there was a more natural way to control the camera angle...The click and Drag thing drives me nuts.
- Pewpewarrows 15y agoUnfortunately there's no easy way to do that with the current state of JavaScript and WebGL. If you try to just translate raw mouse events into it you end up with lots of bugs related to the cursor reaching edges of the rendered area, browser window, or desktop in general. The ideal solution in my opinion is to just offer mouse capturing as a user-enabled permission on page load from a domain (kind of how geolocation works now). The user would see a bar near the top of the browser asking if they want to give control of their mouse to the website, with the option to always break-out of that control with some key (such as ESC).
- elisee 15y agoChrome devs are working on such an API. - Bug tracker: http://code.google.com/p/chromium/issues/detail?id=72754 http://code.google.com/p/chromium/issues/detail?id=72754 - Design doc: https://sites.google.com/a/chromium.org/dev/developers/design-documents/mouse-lock https://sites.google.com/a/chromium.org/dev/developers/desig...
- whichdan 15y agoIMHO, the following would be ideal: W = Forward S = Backward A = Turn Left D = Turn Right Q = Strafe Left E = Strafe Right That way, you don't need a mouse, and you only lose strafing by using the arrow keys.
- filiwickers 15y agoTried viewing this in Chrome but it didn't work. The website says it should be supported. My version is up to date. Any tips? Firefox worked.
- strmpnk 15y agoIt works for me using Chrome beta v15 on OS X Lion.
- CJefferson 15y agoI hate to be negative, but I am starting to get tired of WebGL demos appearing here, and elsewhere. I think it is now clearly demonstrated that WebGL is indeed a binding of OpenGL to javascript, for web-browsers. Therefore it is unsuprising, and now clear, that any openGL which isn't too CPU-intensive can be mapped to javascript+webGL without too much difficulty. Come back when someone has either something impressive you couldn't do offline, or a game of high quality. While I'm sure people have fun porting off-line demos to javascript, I've seen enough now.
- spot 15y agohttp://sp0t.org/videoriot http://sp0t.org/videoriot YouTube/WebGL mashup
- SolarNet 15y agoI agree, at this point, unless it is a demo of a game engine, there isn't much point of posting it. Additionally, the lighting algorithm in this demo is horrid, you could never make a dungeon crawler with any sort of realistic lighting the way it is setup now. Notice how the light goes through walls if the textured face is facing the light, but is dark if it is facing away from the light. (Meaning they it isn't a more complicated algorithm for some sort of radiant lighting)
- alexhaefner 15y agoI agree with you. Devs could be writing 2D WebGL based games with killer effects today. Getting into it, and then transition to 3D when the APIs are ready. But such is the state of the web. There are other things WebGL is good for as well :)
- johncoltrane 15y agoI don't even know if all those demos are cool or not because I don't have a very recent graphics card and all I can see is a phrase telling me that my Browser (Chrome 14/Ubuntu 10.10) doesn't support WebGL. On the other hand, all the 3D Flash 11 demos work vey well.
- deleted 15y ago[deleted]
- doomlaser 15y agoThis is not that impressive when you consider that Unreal Engine 3 runs in Flash 11 now, and Flash 11 will probably beat WebGL in terms of audience adoption (if it hasn't already)
- lftl 15y ago> and Flash 11 will probably beat WebGL in terms of audience adoption (if it hasn't already) I suppose you could be defining audience to only be talking about the desktop, and that's probably legitimate when talking about the next 1-2 years. But if you're talking about longer term then you have to consider the tablet/mobile market as figuring into a large portion of the audience. Neither flash nor WebGL is currently really viable there, but I'd definitely bet that WebGL has a better shot at making inroads than Flash.
- doomlaser 15y agoFlash already runs on a host of Android devices as a web plugin. WebGL isn't available on any mobile browsers yet afaik.
- lftl 15y agoIt runs pretty horribly though. I like that I have the option of using Flash if I really need it, but it's never anything close to a pleasant experience. In it's current form I wouldn't consider building anything in Flash if I wanted to target mobile devices in any way.
- doomlaser 15y agoHTML5's Canvas element runs just a poorly on mobile devices, if not actually worse.
- lftl 15y agoNo disagreement there from me. I think the core difference is I have no faith whatsoever in Adobe ever supporting iOS/Android/Whatever other popular mobile platforms may arrive adequately with Flash. They've barely managed it well on the desktop (Flash doesn't work well on OS X or Linux). However, I think there's a fair chance that at least Apple and Google might end up with good Canvas or WebGL implementations on some mobile devices. Further if the platform does gain enough momentum, it's open enough that anyone else interested in building a mobile platform will be able to build decent support into devices on their own without having to rely on Adobe (or any other 3rd party) to get their act together.