About Me

Name: Paul Brunt
Age: Not 30 Yet!
Occupation: Web Developer
Education: Physics BSc
Interests: Programing, CG,
Animation, Maths,
Tech Stuff

SVG Flip

I decided to see what SVG was capable of so I set about creating a page turning document.

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  • SVG Flip
  • Berts Breakdown
  • New Website!
  • Blender Game Test

Posts Tagged ‘glge’

WebGL:Picking in GLGE

Another 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 :-( I’ve still got to do some optimization, but it’s reasonable performance at the moment. Hopefully, I’ll be able to use the object culling I’m planing for the scene to speed up the picking as well

see the latest demo over at GLGE

Demo Video Below:

WebGL:GLGE Demo Scene

This week I’ve taken a bit of a break on the coding. I’ve now got a website up and running for GLGE as well as officially releasing an alpha:

GLGE Website

I’ve also spent a few days coming up with a more impressive demo. Please bare in mind I’m no pro CG artist, just a now and then amateur, so  imagine what could be achieved by the pros in a very short space of time. It’s not showing off 100% of the current feature set, some of which I think still needs rewriting and finishing off. But, hopefully it’ll be enough to change the mind of at least some of the WebGL naysayers, encourage more rapid development and make 2010 the year of 3D on the web. …Read More

WebGL Spotlights and animation

Another 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 :-)

…Read More