What is GLGE?

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.

Get GLGE v0.9

Fork me on GitHub

WebGL Demo: JigLib Updates

March 22nd, 2011

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:

Live Demo

And for those who are lacking the GFX card needed or have yet to update their browser:

WebGL – A Platform Game in GLGE v0.5

July 4th, 2010

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:

Play Live Demo


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: