NO to DRM in HTML and broken audio/video
The W3C is taking input from Netflix, Microsoft, Google, Apple and BBC to add DRM to HTML. This is a really bad idea on so many levels it's hard to pick any one aspect to start.
The W3C is taking input from Netflix, Microsoft, Google, Apple and BBC to add DRM to HTML. This is a really bad idea on so many levels it's hard to pick any one aspect to start.
The venerable computer keyboard. You probably have one. In Javascript we can get keyboard events, but they are completely useless if you are differently-abled, if you try to make an accessible rich internet application or game or if you just have a different keyboard layout.
Right now the W3C is discussing CSS shader standardization on their mailing lists. Microsoft has voiced their opinion and things are about to get very strange indeed.
A while ago I finished playing From Dust which I enjoyed a lot. What impressed me about that game was the application of landscape changes by erosion. One drawback of the tool Lithosphere I wrote earlier is that it can't do any form of hydraulic erosion. I decided to write a test in WebGL to see if a few simple algorithms could be used to shape a landscape according to hydraulic erosion.
The grass demo I did earlier used some Screenspace Ambient Occlusion. I thought it was a cool effect, and decided to research the topic futher. Scren-Space Ambient Occlusion is an incorrect aproximation to true ambient occlusion, and it has a couple problems, but it can be a useful technique.
In the book Game Engine Gems 2: Chapter 13 author Rémi Arnaud examines different browser based 3d rendering techniques. According to Rémi, many 3D web rendering technologies failed because they could not get game developers on board. An example is VRML, which was pronounced dead on arrival by John Carmack.
This article presents a system to integrate verlet physics collision with preservation of impulse. Normally verlet physics annihilates a lot of energy from a system, which makes it very stable but also quite unrealistic. Additionally simple methods of preserving impulse yield very unstable systems, a limitation which can be overcome by two steps of integration, one for at-rest acceleration canceling, and one with impulse preservation.
In the previous post about integration methods, I took a look at gravity integration. Gravity is a good example of a soft constraint. It does not impose hard limits to movement of bodies. But what if we need hard constraints, for instance like steel beams? The following post explains how to implement hard constraints.
The header of this page features a couple flying dots in the Grey strip. They are drawn using a html5 feature called "canvas". Canvas is pretty cool, it makes a lot of things possible for which you had to use flash previously. This post is about how this works including lots of code and math.