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WebGL water scene

c1.goote.ch

101–110 of 115 posts

Re: WebGL water scene

#101

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.

Except, that technically speaking what we are viewing at has been available on desktop for years. There is nothing cutting-edge about this demo, except that it's in a different shell.

I just don't quite understand why everyone is getting so excited about individual demos.

Re: WebGL water scene

#102

Earlier quoted context omitted.

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.

Very very true! We will do that. Thanks!

Re: WebGL water scene

#103

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.)

Actually it's based on our own engine, Goo Engine, also open source: https://github.com/GooTechnologies/goojs

But yeah, still essentially OpenGL in the browser :)

Re: WebGL water scene

#104

Earlier quoted context omitted.

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.

Done! Much clearer now, I think.

Re: WebGL water scene

#105
post #76

Earlier quoted context omitted.

I don't think you can ever expect the same level of quality and performance that you get with a native program that gets specifically compiled for a certain platform, and sometimes written specifically for it. With WebGL it is just JS, and with GooCreate you can make really cool scenes that can include interactivity (with state machine and no coding or with custom scripts) and then just press publish and have it avai…

I have been forced to take the battery out as a way to kill webgl pages on my mobile devices, due to the way they hogged the CPU. Nice idea, execution is still lacking on mobile.

Just like you have to kill any native app for mobile, even though a native app is obviously much more efficient. I think you are missing the point a bit... it is not about making the most performant or visually impressive thing out there. It is about how easy it is to make something that looks good, performs acceptably and runs pretty much everywhere with basically zero effort in terms of porting.

Re: WebGL water scene

#107

Earlier quoted context omitted.

In real life or in the scene? If you use this one you can row with WASD: http://labs.gooengine.com/pearl-boy/

Just found out. I feel silly. Noticed there is no collision detection with the boxes though.

Yep, no collisions. The demo was made some 2-3 years ago and it surfaced here on HN yesterday for some reason. Back then we didn't have physics support in the Goo Engine. Now we have Cannon.js fully integrated into it (in fact the creator of Cannon.js works with us and has been tweaking it to work well with Goo Create and the Goo Engine).

Re: WebGL water scene

#108
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…

I have to strongly disagree. Did you look at the showcases in Goo Create's landing page?

http://goocreate.com/showcase/case/suissemania/ http://goocreate.com/showcase/case/mountains-of-mouthness/ http://goocreate.com/showcase/case/nike-phenomenal-shot/ http://goocreate.com/showcase/case/skazka/ http://goocreate.com/showcase/case/thomson-reuters/

Re: WebGL water scene

#109

Earlier quoted context omitted.

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

Actually it's based on our own engine, Goo Engine, also open source: https://github.com/GooTechnologies/goojs But yeah, still essentially OpenGL in the browser :)

I wrote a bunch of ThreeJS and I see code I wrote in your Goo Engine. You also have the ThreeJS license in your license:

https://github.com/GooTechnologies/goojs/blob/master/COPYING...

Re: WebGL water scene

#110

Earlier quoted context omitted.

Actually it's based on our own engine, Goo Engine, also open source: https://github.com/GooTechnologies/goojs But yeah, still essentially OpenGL in the browser :)

I wrote a bunch of ThreeJS and I see code I wrote in your Goo Engine. You also have the ThreeJS license in your license: https://github.com/GooTechnologies/goojs/blob/master/COPYING...

"GooCreate's renderer is based upon ThreeJS". With that I thought you meant that our tool (Goo Create) was built on three.js which it is not. Yes a subset of a few files in the engine contains some code from other open source libraries. Mostly it is a derivative of my previous open source (Java) engines Ardor3D/jMonkeyEngine and new code.
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