Tags:
GLGE Demo: first person shooterAnother busy week for GLGE WebGL library. Another busy week in WebGL
First off this weeks demo. A very simple first person level:
Ths demo mainly shows off the new input control classes in the library. It also makes good use of normals maps for the walls. I believe it is also contains the first mouse look control system for a webgame? I couldn’t make it work in the classical sence due to browser limitations so instead I took insperation from the wii version of metroid.
As a demo it’s still a bit lacking, since the speed of the control is framerate dependant, mainly due to my own laziness
It has very basic collision detection to stop you walking through walls and allow to to climb stairs, basically just a 2D hight map. It looks like it’s going to be a killer trying to write a 3D physics engine in JS
There maybe some issues on the mac as I’ve still not figured out why the last demo didn’t work, please let me know any error messages you get. Looks like I may need to invest in a mac mini just to test on
I’ve got a complete and working XML parsing class so everything can now be easily declared in XML and imported into the engine. So it now take very little javascript to get started, eg:
var renderer=new GLGE.renderer({canvas element});
var GLGEdoc=new GLGE.doc(”library.xml”);
renderer.setScene(GLGEdoc.getElement(”scene”));
renderer.render();
I’m now hosting the code on github: {link here}
Work on an offical website has begun but with so much other stuff to get done it’s a low priority at the moment.
I’m still having some issues with the directional lighting, I WILL get that fixed this week. I’ve done some research into shadows and I think I’ve got it straight in my head now so I’ll hopefully add to the library in the very near future.
I’ve added the blender scripts I’ve been using to export meshes, etc to the repositry. They’re still very basic and requires tweeking on a per export basis so you will need a least a little knowledge of blender and python to use them.
First off this weeks demo. A very simple first person level: Ths demo mainly shows off the new input control classes in the library. It also makes good use of normals maps for the walls. I believe it also contains the first mouse look control system for a webgame? I couldn’t make it work in the classical sence due to browser limitations so instead I took insperation from the wii version of metroid. As a demo it’s still a bit lacking, since the speed of the control is framerate dependant, mainly due to my own laziness It has very basic collision detection to stop you walking through walls and allow to to climb stairs, basically just a 2D hight map. It looks like it’s going to be a killer trying to write a 3D physics engine in JS There maybe some issues on the mac as I’ve still not figured out why the last demo didn’t work, please let me know any error messages you get. Looks like I may need to invest in a mac mini just to test on I’ve got a complete and working XML parsing class so everything can now be easily declared in XML and imported into the engine. So it now take very little javascript to get started, for example:
var renderer=new GLGE.Renderer({canvas element});
var GLGEdoc=new GLGE.Document("library.xml");
GLGEdoc.onload=function(){
renderer.setScene(GLGEdoc.getElement("scene"));
renderer.render();
}
I’m now hosting the code on github: http://github.com/supereggbert/GLGE Work on an offical website has begun but with so much other stuff to get done it’s a low priority at the moment. I’m still having some issues with the directional lighting, I WILL get that fixed this week. I’ve done some research into shadows and I think I’ve got it straight in my head now so I’ll hopefully add to the library in the very near future. I’ve added the blender scripts I’ve been using to export meshes, etc to the repositry. They’re still very basic and requires tweeking on a per export basis so you will need at least a little knowledge of blender and python to use them. More coming soon.. | ||
|
admin Says: Nope it looks more serious then that, I think I may need to take another look at the XML parsing under webkit browsers. | ||
|
admin Says: confirmed this isn’t an issue with the code it’s webkit: | ||
|
admin Says: I think it’s fixed now? | ||
|
aa Says: Minefield Linux: 2 frames / s Something strange here… | ||
|
aa Says: Hm todays Minefield build is again 30 – 45 frames / s | ||
|
rdza Says: re: 3d physics in js, check out | ||

gero3 Says:
demo4.js seems to have mistake.
gameScene=new GLGE.Scene();
gameScene=doc.getElement(”mainscene”);
gameRenderer.setScene(gameScene);
probably needs to be
gameScene=new GLGE.Scene();
gameRenderer.setScene(gameScene);
gameScene=doc.getElement(”mainscene”);
and this is the error
Uncaught TypeError: Object false has no method ‘init’
Tuesday, December 22, 2009