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:
As you may now be aware I’m not very good at drawing a line and issuing a release; there always seems too much left to do. So, I’ve been killing as many bugs as possible the last couple of weeks and fixing shader issues, adding parallax mapping and I can now say that GLGE v0.2 is go. Since the last release there have been a lot of new additions, including:
shadow
collada support
gpu picking
fog
text rendering
parrallax mapping
and many optimizations
I’ve put together a little demo showing off some of the new features; it’s quite large so may take awhile to load on slower connections. I wanted to do something a little more involved but I think that will have to wait for the next release: