- Slamdown is an amazing (but, I think, Firefox only) from Finnish demoscene group Traction.
- I’ve a wisteria plant that’s a bit like this: Infinite Beanstalk, by Inear.
- Emberwind is a platform game by TimeTrap, and Opera have done a (partial?) port to HTML5/WebGL [UPDATE: fixed link -- thanks to html5-games.org for the correction].
- From Britz Petermann, a strange attractor.
- Some lovely demos here, John Tsiombikas.
- Some very nice-looking demos over at Miaumiau Interactive.
- A particle demo from Hakim El Hattab.
- …and another from AlteredQualia.
- Chandler Prall’s written some interesting blog posts on using three.js: Blending WebGL Textures, Dynamic terrain without heightmaps, Porting Freeciv.net to WebGL
- A collection of WebGL lessons in Italian, by Francesco Sciuti.
- A nice scene-within-a-scene in Charles Cliffe’s CubicVR.
- On that subject, F1LT3R has done a screencast on how to export from Blender to CubicVR.
- A comparison of particle sprite size and number of particles vs frames per second over at bocoup.com
- If you ever wanted to know how to mine bitcoins in WebGL…
WebGL around the net, 11 August 2011
August 11th, 2011
12 Comments




I love WebGL
!
I wish you would consider taking small thumbnail images along with the new links for the unlucky of us for whom the demos will not run on the current hardware.
thank you!
“Opera have done a (partial?) port to HTML5/WebGL”
It is a port of the first 3 levels. You used the word “done”, it’s worth mentioning it isn’t finished.
Good links!, FYI, a new PhiloGL version went out last week: http://blog.thejit.org/2011/08/07/philogl-1.3.0-released/ . There are also a couple of demos in the post
Hey, I uploaded a new version #6 of Wloom WebGl game project: http://pl4n3.blogspot.com/2011/08/wloom-webgl-game-work-in-progress-6.html With new content (map and templar model) and basic cutscenes.
As always, thanks for the great links and up-to-date information!
I’ve updated my existing “Dungeon” demo at http://sinisterchipmunk.github.com/dungeon.html to employ 3D models (torches along the walls), torch fire, flickering lights, and dynamic sound effects. It’s starting to feel less like a demo and more like a standalone game!
Also, moments ago I released another demo, “Hatching” at http://sinisterchipmunk.github.com/hatch.html .
Both demos were made possible with the latest version of Jax, v1.1.0, which was released a few weeks ago.
Also Oak3D just released a new beta version. Oak3D is another WebGL framework.
Chrome 14 passes 6705 of 6706 conformance tests on my system. ONE test away from full conformance!
Huh. Erik, what conformance tests were you using?
Firefox Nightly (2011-08-16)
Results: (6720 of 7027 passed, 2 timed out)
7027 tests, not 6706?
Chromium Latest (15.0.855.0)… Well, I’m still trying to figure out how to run webgl in Chromium I tried –enable-webgl, no love.
https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/sdk/tests/webgl-conformance-tests.html
Hm. Well. This is interesting.
The number of tests varies depending on the system? How odd. Perhaps it is due to whether certain capabilities exist on the card or not. I wonder if some of the failures are also driver/card related…
Firefox Nightly (2011-08-16), Windows XP, ATI FirePro M5800
Results: (6346 of 6611 passed, 2 timed out)
Firefox Nightly (2011-08-16), Ubuntu Natty, ATI Radeon HD 4670
Results: (6720 of 7027 passed, 2 timed out)
Firefox Nightly (2011-08-16), OSX 10.6.8, Intel GMA 950
Results: (6417 of 6729 passed, 11 timed out)
Soo, I suspect, Erik, it is more accurate to say that your particular driver/card configuration is just one test away from conformance for your particular set of capabilities
Er. Correction.
6347 of 6611 under XP – looks like I was running yesterday’s nightly by mistake the first time I ran it.
A very nice presentation to how increase performance using webGL and some good practice in the code , from gooogle I/O
http://www.youtube.com/watch?v=rfQ8rKGTVlg&feature=player_embedded