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Latest WebGL Activity

gavinyork
April 21, 2024 03:46 PM
zephyr3d v0.4.0 Released - 3D rendering framework for WebGL & WebGPU

Zephyr3d is an open sourced 3d rendering framework for browsers that supports both WebGL and WebGPU, developed in TypeScript. 

Introduction

Zephyr3d is primarily composed of two sets of APIs: the Device API and the Scene API.

  • Device API
    The Device API provides a set of low-level abstraction wrappe…
1,541 views
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8Observer8
February 09, 2023 03:05 PM
Five-pointed Star with WebGL and JavaScript

Playground: https://plnkr.co/edit/W49ndxcQemMgkAoP

My Video: 

assets/shaders/default.vert

attribute vec2 aPosition;
uniform mat4 uMvpMatrix;
 
void main() {
    gl_Position = uMvpMatrix * vec4(aPosition, 0.0, 1.0);
}

assets/shaders/default.frag

precision mediump float;
uniform vec3 uColor;
 
void…
20,698 views

@JoeJ Hi JoeJ, 

I am planning on adding key bindings upon final release of the game as I intend to release the game on Steam…so i definitely want players to have the ability to change key bindings : ]

I would recommend using a gamepad in the meantime but unfortunately the crouch doesn't work on …

3,617 views

We have ported our Automatic Adaptive Mesh Refinement System to background threads. Scene navigation on main thread now suffer no lag at all. Try it out: https://www.otakhi.com/petridish?load=17206

2,866 views
8Observer8
July 19, 2022 09:30 AM
Demo of Jill's Movement with Ammo.js and WebGL

Demo of Jill's Movement with Ammo.js and WebGL

Source code of 3rd person controller with Ammo.js and WebGL

Playground of 3rd person controller

6,835 views

@frob hmm, ill take a look. right now I think I'm making progress by doing LERP on the neighboring chunks that are not the same resolution

5,550 views
8Observer8
March 11, 2022 03:42 PM
Make small Games. Minesweeper in WebGL. Port from NoobTuts

I made this playable demo in pure WebGL 1.0 and JavaScript using this tutorial: Unity 2D Minesweeper Tutorial

I use these tools:

5,650 views
8Observer8
December 30, 2021 12:39 AM
Christmas Tree in pure WebGL

Demo in pure WebGL, glMatrix, Ammo.js, JavaScript: Christmas Tree

  • w, s, d, a - for moving
  • arrows keys - for camera rotation
  • the ‘f’ key - the third person camera for debugging of colliders
5,964 views
8Observer8
December 14, 2021 07:48 PM
Loading a cube from gltf 2.0. WebGL, JavaScript

Sandbox: https://plnkr.co/edit/BYseznZdUBTrUmRa?preview

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    &l…
6,046 views

actually, if you want your app to run in a browser, you can make your own browser. you can use CEF3 to integrate chromium into your application. I do this with my game and use html5 gui with javascripting, being a c++ game engine/game, You can render whatever you want however you want, c++ side, an…

6,055 views

Nova is an abbreviation of supernova. The game's visuals focuses around a star's beauty. The stars have the most polygons, with separate objects of each of the star's coronae. Of course, the game has space battles. Nova is a free to play (online) and simple to use RTS. Try it out here :

https://chei…

3,267 views

nnamdi said:

Microsoft has a polyfill that loads what I believe to be a DLL file into the browser using a Web API for 
XMLHttpRequest. Can this be done for the canvas context API?IF so does it require WASM Web Assembly.

While there might be some truth to this, it reads a bit like a parody. Some g…

5,192 views
8Observer8
January 29, 2021 11:48 PM
Usage of Planck.js with TypeScript (Planck.js is a port of Box2D Physics Engine)

My example shows how to use Ammo.js with TypeScript in Debug and Release modes: hello-planckjs-webgl10-ts

You should install these modules globally:

  • npm i typescript -g
  • npm i browserify -g
  • npm i uglify-js -g

Install all packages from `package.json` using the command: `npm i`

Comment/Uncomment Debug/Relea…

6,285 views
8Observer8
January 29, 2021 03:12 PM
Usage of Ammo.js with TypeScript (Ammo.js is a port of Bullet Physics Engine)

My example shows how to use Ammo.js with TypeScript in Debug and Release modes: hello-ammojs-webgl10-ts

You should install these modules globally:

  • npm i typescript -g
  • npm i browserify -g
  • npm i uglify-js -g

Install all packages from `package.json` using the command: `npm i`

Comment/Uncomment Debug/Release…

10,513 views

What you're missing is that a cube is an excessivly simplistic example that is not representative of real-world use cases.

If we step up to the next level of complexity - something like a Quake model - and examine the Shambler model, we'll see that the base model file is 284 triangles, which if not …

5,817 views
8Observer8
November 21, 2020 03:30 AM
Triangle in OpenGL ES 2.0 (Qt5 C++, PyQt5) and WebGL 1.0 (TypeScript) for Desktop and Android

Version in WebGL 1.0 (TypeScript)

Run by one click in a browser: https://plnkr.co/edit/gAfPR7ZIKjJXulDI?open=main.ts&preview

Version in OpenGL ES 2.0 (C++ Qt5)

Create a QWidget project (without “Generate form”). Delete the Widget class. Add the …

10,526 views
Zdzich
October 19, 2020 05:32 PM
Old game WebGL problem

Ok its done. Moderator can close the topic. Fixed problems. 

  • i think the game wasn't working on localhost because of https browser blockade, but it works on preview link :> .
  • The error was on one boost item with healh points, “there no instance of the object”. But its fixed now :> .

Thanks …

4,725 views
Etny
September 18, 2020 10:08 AM
3D Domino boxes collision not realistic

@Jonathan2006 Glad to hear you figured it out! Good luck with your endeavours.

6,617 views
How to create reference renders to compare with a real time PBR shader

JoeJ said:
I did not want to integrate Mitsuba either, so wrote my own Pathtracer.

Well, if we are talking about reducing the amount of work then I already have a solution - use Arnold.

8,023 views
8Observer8
December 15, 2019 08:05 PM
NoobTuts Pong. WebGL 1.0, TypeScript

I rewrote the Pong game to WebGL 1.0 and TypeScript from the tutorial: https://noobtuts.com/cpp/2d-pong-game
I use a free hosting and sometimes my Node.js/Express server sleeps. Wait 10 second to wake up the server.

Run the release version in the browser: http://ivan8observer8.herokuapp.com/webgl10-t…

2,996 views

Hello everyone!

I am very interested in shadow volumes and was wondering how to implement it. I can't really find any good tutorials that walk through some code in webgl (preferably) or opengl. There are a lot of online resources for putting the general steps to words but I don't know exactly how to…

3,757 views

Thanks to everyone who posted. I am using VS Code (and a lot of extensions) for the debugging and launching. But the actual app is from NeutralinoJS. Hope this helps anyone looking to start writing a JS game with NeutralinoJS. Thanks again.

9,987 views
Library to emulate retro screens/displays?

Awesome!  I'll have to try both of these (lol). Thanks.

3,608 views
Any idea why this seam is appearing on my UV Sphere?
Quote

The UV's should not go all the way to the edge.

I didn't down vote, but UV's can go to the edge and further.

 

Quote

As you can see, the UV's are a mess. They actually go outside the  UV limits of 0 to 1 space in several places.

Again, …

8,459 views
Tips removing jagged edges and artifacts in frame
3 hours ago, Scouting Ninja said:

Anisotropic Filtering is what you are looking for: https://en.wikipedia.org/wiki/Anisotropic_filtering

Basically what is happening is that your mips are causing artifacts when blended with the original texture. The mips are scaled squarel…

5,094 views

I wrote a blog post about drawing quads without having to transfer additional data to the GPU compared to drawing gl.POINTS. Is this already well-known? I haven't seen the technique used in popular engines like PixiJS.

2,772 views
1 hour ago, petitrabbit said:

Sounds like you're trying to build a color histogram (if I'm not misunderstanding your question  ). 

Since WebGL doesn't have Compute shaders, retrieving texels on the CPU (using glReadPixels) and building the histogram on the CPU-side is pro…

4,584 views

Don't stop at packing some of them into a matrix.  Pack all of them into an array of vec4s and alias them with "#define shininess array[3].y"

3,191 views
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