Posts Tagged ‘Theo Armour’

WebGL around the net, 24 Sep 2013

New this week: tools, apps, movie trailers… and the first release of WebGL 2.0!

Last week the Khronos Group released the first editor’s draft of the WebGL 2.0 Specification. WebGL 2.0 will bring the standard up to the capabilities of OpenGL ES 3.0, including the promotion of several widely-used WebGL extensions such as multiple render targets. [...]

WebGL around the net, 10 Sep 2013

Our Back to School edition features Extreme R&D (Research and Data)!

The good things keep coming in SceneJS: this week features a demo of multi-threaded frustum-based detail culling, and a few weeks back Lindsay Kay shared the work he has been doing to add a rigid-body physics system.
Luke Moody has built upon Lee Stemkoski’s excellent particle [...]

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