GLGE is a javascript library intended to ease the use of WebGL; which is
basically a native browser javascript API giving direct access to openGL
ES2, allowing for the use of hardware accelerated 2D/3D applications
without having to download any plugins.
The aim of GLGE is to mask the involved nature of WebGL from the web
developer, who can then spend his/her time creating richer content for
the web.
Just a quick one for now, but jiglibjs as well as GLGE has been getting a lot of updates recently. Loads of bug fixes in GLGE. But the exciting news is that JigLibJS now has trimesh support, a new grid system plus a new events system so now you can easily detect collisions within your code. I’m working hard to get a proper GLGE plugin written for JigLib so watch this space. In the meantime here’s a quick demo:
It’s now possible to customize the webgl vertex shader in GLGE the idea being that you can let GLGE do most of the hard work and only add in the extra code needed for custom effects. At the moment you can only update vertex positions but I’m planing for more. To use it you simply need to wirte a function in GLSL:
vec3 GLGE_Position(vec3 pos){
//code to update position here
}
then feed it into a GLGE object:
object.setVertexShaderInjection({GLSL code to add});
Expect more additions soon with regard to customizing the shaders. I’ve also added an optional emit pass to the 2dfilter class so you can now do cool glow effects Here’s a small demo showing off the new features:
In addition I’ve also been playing around with the idea of adding a dynamic hair effect to GLGE, I’m still just playing around at the moment. I’ve put together a fun demo to show where things are at, best viewed with sound