WebGL around the net, 31 March 2010

Just a few for today:

  • Via Stephen White, a very cool demo coming out Cauê Waneck, Dennis Ippel, and Rob Bateman’s work to port some of the demos for the Flash 3D library Away3D to WebGL.
  • Cnet’s Stephen Shankland has spotted that Kenneth Russell has just checked changes into Chromium that will enable WebGL to run without the --no-sandbox option. This is good news for security; running Chrome with the sandbox switched off can increase the risk from certain kinds of malicious web pages.
  • Another one from Twitter: Alistair MacDonald, aka F1LT3R, says that he’ll be talking about combining Processing.js, WebGL, MultiTouch and AudioBuffer in his keynote at the Boston Motion Design Conference this coming Friday.
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4 Responses to “WebGL around the net, 31 March 2010”

  1. steve says:

    Small clarification… Away3d itself is being ported to WebGL, not just the demos. The link is for a demo that was ported as part of the overall Away3d on WebGL effort. In other words, Away3d will be available as a 3d engine that works in both Flash and WebGL.

  2. giles says:

    Thanks, Steve! Fixed it.

  3. aa says:

    Great Away3d demo!
    Aside from better rendering techniques for objects that move exactly the same wat, a small comment on the JavaScript code: it looks like too much is CPU time is spent in the code (here 42,2%). Looks like it is for example creating new WebGLFloatArrays on each render cycle. Hint: Chromium has a great built-in profiler :)
    Would be great to have that impressing amount of 3d-applications on your site running in WebGL, and I bet it will be faster!

  4. steve says:

    hi aa; thanks for the comment! What you see there is a quick hack job just barely put together in time for Rob’s presentation. It’s an ongoing project and a lot of things will be cleaned up now that there’s something to see on the screen. :)

    Away3d should be efficient as Flash is also resource constrained, so Away3d has been made to do the most with the least. The AS3 specific optimisations won’t help much, but the focus on minimising allocations, re-using calculations and low-cost rendering tricks should work well.

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