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.
I’ve finally got round to pulling stuff together for a well overdue release. Since this one is so late I’ve skipped a couple of versions as an indication of how much has been done since v0.2.
Some of the new features:
Environment Mapping
Bounding Volumes
Render to Texture, with built in oblique near-plane clipping, for reflections and refractions
Collada Animation support
Completely re-done skeletal animation; there is no longer a limit on the number of bones.
A new particle system
There is also experimental soft shadow support.
You may have noticed that the original GLGE animated man disapeared a little while ago. Unfortunately he doesn’t work in the new system and I seem to have lost the original blend file, so I don’t think I’ll be able to bring him back ; I have however done a completely new test man with animations. As always I’ve had to rush the modeling and animation to get it done – one of these days I’ll spend some proper time on the arty side of things
Anyway I’ve used the new man in a simple platform game. It’s still very buggy as I’ve not sorted out proper physics yet but it shows off v0.5 quite well:
If you’re intrested I’ve made the blend files for this one available with the export script, which still needs a little manual intevention, but it’s getting there slowly. Download:
A collada animation and skining demo is coming soon much of the skeletal animation in GLGE has been rewritten in the last few weeks. But given googles recent quake port I though I’d put it off for a bit. Instead I spent a couple of days putting something together to demonstrate collition detection in GLGE. I’ve imported a level from Nexuiz into GLGE. I’ve not had time for some of the niceties such as shadow maps hopefully I’ll do a fuller demo soon. In the mean time play the live demo here(remember you’ll need a webgl enabled browser):
This week I’ve taken a bit of a break on the coding. I instead decided to spend 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 the rest of this entry »