WebGL around the net, 9 May 2013

HUGE developments in the world of WebGL this week: open source game engines, live HTML rendered in 3D, and browser-based cloud rendering to name a few.

  • Topping the news: Turbulenz announced that they have open sourced their game engine. A high quality, royalty free and open source game engine could be a real game-changer. Check out the announcement on their blog at  http://news.turbulenz.com/post/49430669886/turbulenz-engine-goes-open-source.
  • Almost as ground-breaking as a free game engine would be a way to seamlessly blend HTML page elements into a 3D scene. I didn’t think it was possible, but Jerome Etienne seems to have figured out how to do it.
  • I’ve made no secret of my skepticism about cloud gaming, so I approach this next news item with some reserve. Mozilla and OTOY announced ORBX.js, a browser-based cloud rendering system that streams high-end applications to low-end devices through the browser. CNET says it’s about to revolutionize computing, but I’m not ready to trade in my Macbook Air for a $200 tablet. Still… this effort seems like the best one yet to unlock legacy OS applications for use all on devices. #reservingjudgment
  • There has been very positive reaction to Runescape 3 going HTML5, the latest of which is this article. This may be the WebGL sleeper story of the year… the first highly successful MMO built on web technology.
  • Peter Lüders (@Pl4n3) released a new game demo up now PL4N3s World… excellent!
  • Want to get your graffiti on without running afoul of the law? You can, by visiting Cadillac Ranch in Amarillo Texas. But if you can’t make it there in person, try Xavier Bourry’s interactive version in WebGL.
  • Solar system models are always a fun demonstration of 3D. This very nice Chrome Experiment called ScalePlanets, written by Kevin M. Gill, allows you to interactively view planets based on size, mass and density.
  • Zephyros Anemos has written an in-depth terrain engine demo and case study called Project Windstorm.
  • Stumped trying to figure out how view your Maya models in a web page?  Sam Wirch has written a how-to for a basic art path from Maya via OBJ.
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