The problem of lighting 3D scenes in hardware accelerated rasterized rendering is really hard to solve. There are no 100% solutions, and what seems perfectly obvious to the uninitiated (light just bounces around) is extremely hard to do in practise. The following blog post is about one such method that I wanted to try out for a long time.
If you need to render trails you can use particles. These give nice puffy effect. At other times you'd like to have a more well defined line (like say for missile trails). The following post shows one technique render trails with a single triangle strip optimized not to use too many triangles and does not lead to the puffy look of particles.
There's a new device being kickstartered by Oculus VR and it's called Oculus Rift. It is virtual reality headset done right. I am really interested in this project, and I decided to back it with $300 and have a shot at getting a dev kit for it. Read on for why I find it so exciting.
Handling WebGL extensions is a big of a headache becuse of vendor prefixes, which the Khronos WebGL working group choose to conflate with the meaning of experimental (draft) extensions. In order to solve this problem I've written a small library to get rid of the need to use vendor extension names, yet be able to specify if you want draft extensions as well.
In two previous posts I examined capabilities of WebGL and the challenges for WebGL/HTML5 as a game app platform. It has been 8 months since the last writeup, and a lot has happend. Browsers have introduced new capabilities and I have written a site to collect WebGL statistics. The following post will look at what's changed, and what conclusions we can draw from the statistics.
I have been writing a bunch of WebGL code over the last year, and I got a bit into Coffeescript. What has always bothered me is how messy it is to create structured applications. A major part of that is that JS has no module system. The following post presents a way to deal with the issue.