Earlier quoted context omitted.
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.
WebGL water scene
111–115 of 115 posts
Re: WebGL water scene
#112Earlier quoted context omitted.
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.
The code that is ThreeJS derived includes most of the 3D engine classes including:
The main Renderer class (!). As well as the Texture, Camera, RenderTarget, ShaderLib, ShaderBuilder, EventTarget classes. Also the majority of the stuff in the /math, /lights, /pass directories.
GooEngine's renderer (not game engine) was clearly forked from ThreeJS some time ago and diverged (significantly in some places and for the better) but the lineage is clear.
Re: WebGL water scene
#113Earlier quoted context omitted.
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.
I am not missing the point, as 99% of the WebGL demos I see being thrown around don't run out of the box on mobile devices that most people have, as you imply.
Re: WebGL water scene
#114Earlier quoted context omitted.
"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.
" a subset of a few files in the engine contains some code from other open source libraries" The code that is ThreeJS derived includes most of the 3D engine classes including: The main Renderer class (!). As well as the Texture, Camera, RenderTarget, ShaderLib, ShaderBuilder, EventTarget classes. Also the majority of the stuff in the /math, /lights, /pass directories. GooEngine's renderer (not game engine) was clearl…
Hail open source! :)
Re: WebGL water scene
#115Earlier quoted context omitted.
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 geo…