Showing posts with label webgl. Show all posts
Showing posts with label webgl. Show all posts

Thursday, December 1, 2011

Great Webgl Canvas Scene Graph

Looks like we might have a winner here: http://labs.hyperandroid.com/animation

The project is called CAAT

From their site:

CAAT in essence is a multi-instance director-based Scene graph manager.
It is multi-instance in the sense that you can set an undefined number of directors up for each web page.
Each director is able to manage different Scenes with different timelines.
The scenes contain a graph of different Actor and Containers which conform the animation elements.
CAAT has some features out-of-the-box among which we can highlight:
  • Seamless zero-coding WebGL and CSS rendering engines.
  • Unlimited number of Scenes per Director.
  • Unlimited number of Actors and ActorContainers per Scene.
  • Hierarchycally applied affine transformations (rotations, scales and translations).
  • Hierarchycally applied alpha composition.
  • Unlimited number of timers per Scene.
  • Ability to define complex paths for translations applied to Actors and ActorContainers.
  • Easing and interpolation functions for affine transformations and alpha transparency application.
  • Homogeneous coordinate system. Each contained Actor will receive correct input coordinates on its coordinate system
    regardless of its parents applied transformations.
  • Abstracted input system, from mouse events to keyboard and accelerometer.
  • Resource management and preloading.
  • Many types of actors supported: Sprites, Shapes, Text, Path, Interpolator, etc.
  • Easily extendable framework.
  • Open Source and MIT Licensed.
  • Performs properly in all major canvas enabled browsers. Internet explorer must be version 9 or greater.
I'm going to add in the fact that the project looks very professional, and extremely useful.  The examples that are provided are very simple in context, and that is a good thing.

One of the many building blocks we need for online multiplayer games is a good solid and easy scene graph implementation.  It is one thing drawing 1000 sprites, it is a whole other thing for your game to know it only has to draw 100 of that 1000 to achieve the same results, but much better frame rates.  Or trying to propagate matrix multiplications down an unlinked chain of objects, it's like trying to hammer in a nail with your forehead without a scene graph.

CAAT looks like something we'll be exploring in the future on here.

Sandbox: Webgl

A nice webgl sandbox http://webglplayground.net/


Wednesday, November 30, 2011

Blogger Client Side WebGl Test

First Blogger Webgl test code from: see anything up there? a canvas with a square and triangle? no? ha.

Sandbox: Webgl Shaders

Webgl Shader Sandbox: http://mrdoob.com/projects/glsl_sandbox/
Source: https://github.com/mrdoob/glsl-sandbox

This will let you futz around with webgl shaders.  I'll try and build a list of sandboxes for the future.

Threenode.js

Just found out about ThreeNodes.js


It's a visual Webgl interface written in javascript.
Just link together elements and you're off and running.
Live demo: http://idflood.github.com/ThreeNodes.js/

While I love the idea, any kind of visual programming where someone with little to no programming experience can pick it up, this one looks better than most.  I have played with Waterbear and things like it, ThreeNodes.js is just more fun.  I do wish there was a Canvas version of ThreeNodes.... idea.

I don't really want to get into why someone would use canvas over webgl or the other way around.  That's something for another post.