Posts Tagged ‘Blender’
WebGL:Picking in GLGEAnother week past and I’ve been busy adding picking to the list of GLGE’s features. This turned out to be more challanging then I had first thought, mainly due to hours trying to find a stupid mistake I made early on see the latest demo over at GLGE Demo Video Below: | ||
WebGL Spotlights and animationAnother update:
Targets acheived this week:
1) spotlights are now done and dusted
2) made the animation system more generic(the aim is to make everything easy to animate), see the scrolling material layer on the floor of this weeks demo and the movement of the spot lights
3) started writting an XML file format to make things a bit easier when it comes to handling resources
4) fog is on hold until untill I’ve got round to doing some turrain to demo it
See the Latest Demo Here
(Sorry still now video under linux again)
It’s been a very very busy week I’ve nearly doubled the size of the library. I looked into importing collada files and I don’t think
It’s all that practical, for more then basic mesh import. It’s an excellant generic format but it’s highly involved and since the whole
purpose of the library was to abstract away the complexity I’ve decided to try and map a very simple XML format directly to the library.
For example the material for animated floor in the demo is expressed as:
<animation_vector id=”materialanim” frames=”40″>
<animation_curve channel=”OffsetX”>
<bez_point>-5.47,0.0,1.0,0.0,8.34,0.0</bez_point>
<bez_point>12.28,1.0,30.22,1.0,36.84,1.0</bez_point>
<bez_point>31.16,0.0,40.0,0.0,46.32,0.0</bez_point>
</animation_curve>
</animation_vector>
<material id=”material” emit=”0.2″>
<texture id=”texture1″ src=”grass.jpg” />
<texture id=”texture2″ src=”mask1.jpg” />
<texture id=”texture3″ src=”dirt.jpg” />
<material_layer texture=”#texture1″ frame_rate=”5″ animation=”#materialanim” mapinput=”UV1″ mapto=”M_COLOR” scale_x=”5″ scale_y=”5″ />
<material_layer texture=”#texture2″ mapinput=”UV1″ mapto=”M_MSKR” scale_x=”1″ scale_y=”1″ />
<material_layer texture=”#texture3″ mapinput=”UV1″ mapto=”M_COLOR” scale_x=”5″ scale_y=”5″ />
</material>
I’m starting to think it’s nearly time to release(at least as an alpha, since the api is still changing on a daily basis). I’ve been looking into github(many thanks to Giles Thomas for pointing me that way). Any other suggestions out there?
Github does seem to be the best I’ve checkout so far. I’ve put up some preliminary documentation for anybody intrested Initially docs
Targets acheived this week: 1) Spotlights are now done and dusted 2) Made the animation system more generic (the aim is to make everything easy to animate), see the scrolling material layer on the floor of this weeks demo and the movement of the spot lights 3) Started writting an XML file format to make things a bit easier when it comes to handling resources 4) Fog is on hold until untill I’ve got round to doing some terrain to demo it | ||
WebGL Early demo of graphics engineI’ve started a new graphics engine using webgl it’s still very very early days(pre pre alpha lets say version 0.001), only been working on it a few of weekends) so consider this just a bit of a taster. I’ve now got skeletal animation working reasonably well and I’ve started on the material system. Remember this is only a very basic Work in progress and the graphics engine is nowhere near even beta so I’m not officially releasing that yet. Any feed back on the FPS your getting on your hardware would be much appricated I’m doing my best to keep things fast. Video below and demo links:
http://www.paulbrunt.co.uk/webgl/demo1/
I’ve started working on a new graphics engine using webgl, it’s still very very early days(pre pre alpha lets say version 0.001). I’ve only been working on it a few of weekends, so consider this just a bit of a taster. …Read More | ||
Berts Breakdown
As a learning exercise and an attempt to push the latest browsers I decided to create a platform game using the new HTML5 canvas element. Although I did encounter a few minor issues, things generally went quite smoothly and surprisingly quickly. The whole game, graphics and all, only took about 100 hours. …Read More | ||

