WebGL around the net, 6 May 2014

Lasers, robots and Machinima top this week’s WebGL developments.

  • Jerome Etienne, creator of the great blog Learning Three.js, has been a busy boy with his ‘one THREEx a day’ challenge. Here are how-to’s on developing threex extensions for video textures, realistic physics, and dynamic lasers. Choose your next witticism carefully, Mr. Bond; it may be your last.
  • Giles Bowkett has developed a great video and software package that demonstrates how to create Tachikomas, or  robotic spider tanks, in WebGL. The package isn’t free, but it’s inexpensive and chock full of great info. Check it out.
  • The folks behind Blend4Web show how to make simple WebGL Machinima in this article.
  • WebGL game developers should check out the updated version of Craig Buckler’s intro to the Fullscreen API, highlighting the latest changes.
  • Want faster physics? Ok with a sprinkle of native code in your browser? Then you might want to have a look at this physics demo created using a port of Bullet to PNaCl (Portable NAtive Client). Fast!
  • There’s a new game engine in town: Minko Engine. This one boasts cross-platform support for HTML5/WebGL, iOS, Android, Windows, OS X and Linux and is MIT-licensed. The online demos and peppy and look great. More information can be found at http://fr.slideshare.net/Minko3D.
  • Finally, from the How’d I miss this? department: a stunning promotional piece for Nestle’s Special.T Ô Green brand tea: a gorgeous, tranquil underwater scene http://ogreen.special-t.com/en/.
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4 Responses to “WebGL around the net, 6 May 2014”

  1. Why the NaCl news? NaCl is not JavaScript nor WebGL and is Chrome only. Bullet Physics is available for JavaScript when cross-compiled using Emscripten (example: http://kripken.github.io/ammo.js/examples/new/ammo.html ).

  2. tony says:

    Morten – according to the Chrome Experiments page it’s rendered in WebGL. Otherwise I would agree with you and wouldn’t have posted it.

  3. You may be interested to know that Minko is not really a new engine, they were one of the biggest AS3 engines and they also make good tools for it (e.g. shader editor) and their biggest selling point was that they created shaders on the fly, so you would manipulate materials like you would in VRML, without having to care about how it’s implemented internally.

    They did a major rewrite for version 3 so that it can target WebGL as well and my only regret is that they moved from AS3 to C++ because of that change, however that was needed to be able to use emscripten. Away3D did a similar move except they went from AS3 to Typescript.

    I actually was quite fond of Minko back in AS3 days because its scenegraph was the closest to the ease of use of VRML, so I was quite happy when they announced the WebGL move at the Online Flash Conference :)

  4. Yuri says:

    To my knowledge Blend4Web is the only WebGL engine to natively support Blender’s wind sources. Here is the grass tutorial http://www.blend4web.com/en/article/28

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