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WebGL water scene

c1.goote.ch

81–90 of 115 posts

Re: WebGL water scene

#81
Very few "WebGL" sites do any 3D. Mostly, they're just doing pans, zooms, canned 2D animations, and layers. I've been looking at galleries of WebGL sites. Other than demos, very few do anything you couldn't do in Flash.

3D in the browser has been here before, in VRML 97, Web3D, and Shockwave Flash. It's never caught on. The technology is great, but nobody cares.

There's now Web3D in the browser using WebGL.[1] (Web3D is just VRML 97 with XML syntax.) Nobody uses this.

[1] http://www.x3dom.org

Re: WebGL water scene

#82

Can someone please tell me why I should be excited about these demos? Am I not just seeing an OpenGL wrapper in the browser?

Because it runs in any browser, even mobile ones and requires basically 0 time for compilation and no plugins as opposed to unity, unreal or other engines.

On mobile, though, it's total!y non interactive. I can see a guy in a boat and that's it. It's like quakelive, except you can play quakelive against loads of people, not just stare at the title screen.

Re: WebGL water scene

#83
post #12

Looks very nice apart from some minor details like water going through the boat. And runs very smoothly on my old Linux laptop with a built-in graphics card.

you really think the water in the boat is not intentional?

.. yes

Or maybe not intentional, but too hard to fix. I imagine if the water in the boat was intentional, it'd have totally different looking characteristics (a puddle looks totally different from water in a deep ocean, even if it's the same material). It'd be a pain not to get it in the boat.

There's a few ways I can think of to address it, but none of them would be easy:

1.) dynamically tessellate all the water geometry on the outskirts of the boat not to intersect (slow and complicated!)

2.) do some sort of stencil rendering to ensure the interior of the boat doesn't render the water (similar to how stencil shadows work). Also complicated!

3.) Render the hull of the boat only to the depth buffer (no colors rendered), and use multiple passes to make sure the water doesn't clip into the boat.

There's probably quite a few other ways I haven't thought of, but it's definitely not an easy problem.

Re: WebGL water scene

#84
post #12

Looks very nice apart from some minor details like water going through the boat. And runs very smoothly on my old Linux laptop with a built-in graphics card.

you really think the water in the boat is not intentional?

The water in the boat doesn't look like water in the bottom of a boat should look. It's clearly just the surrounding showing through and would be work to fix.

Re: WebGL water scene

#85
post #81

Very few "WebGL" sites do any 3D. Mostly, they're just doing pans, zooms, canned 2D animations, and layers. I've been looking at galleries of WebGL sites. Other than demos, very few do anything you couldn't do in Flash. 3D in the browser has been here before, in VRML 97, Web3D, and Shockwave Flash. It's never caught on. The technology is great, but nobody cares. There's now Web3D in the browser using WebGL.[1] (Web3D…

Well, you can do full 3D modeling, editing, animation as well cloud rendering in the browser using http://clara.io -- it is like Blender/3DS Max in the browser. We've got +140K users, +400K scenes (100K of which are public.) People do use this stuff.

Re: WebGL water scene

#86

Can someone please tell me why I should be excited about these demos? Am I not just seeing an OpenGL wrapper in the browser?

GooCreate's renderer is based upon ThreeJS, which is a high level library upon of WebGL (which is essentially OpenGL in the browser.)

Re: WebGL water scene

#87
post #37

One thing that i've seen a couple of times now with these types of demos is that the animation is pretty smooth, but the music / sound is stuttering and noisy. Anyone has that as well? I'm using Chrome on a pretty beefy (16GB) MacBook Pro.

Works fine on my Firefox 42 (Linux desktop)

Re: WebGL water scene

#89

We made this almost three years ago, way before we had our tool and platform (Goo Create). I'm surprised it still runs :) The character uses more joints than some mobiles can handle (those with a vertex uniform limit of 128).

The engine is open source btw! https://github.com/GooTechnologies/goojs

You guys should more prominently make note of that on your website. I already crossed it off as another proprietary unreal/unity and moved on until I luckily read this comment.
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