MineCraftWebGL
danielribeiro.github.com
MineCraftWebGL
1–10 of 59 posts
Re: MineCraftWebGL
#2Is there any reason why it couldn't work if it were implemented like full screen mode (displaying a message telling the user to press escape to reclaim the mouse)?
Edit: Actually it looks like this is being worked on after all – http://dvcs.w3.org/hg/pointerlock/raw-file/default/index.htm...
Re: MineCraftWebGL
#3If only there were an API for mouse capturing. Is there any reason why it couldn't work if it were implemented like full screen mode (displaying a message telling the user to press escape to reclaim the mouse)? Edit: Actually it looks like this is being worked on after all – http://dvcs.w3.org/hg/pointerlock/raw-file/default/index.htm...
It's like building a car starting with the frame.
God speed to whoever is fighting the good fight on those frigging w3c boards.
Re: MineCraftWebGL
#4If only there were an API for mouse capturing. Is there any reason why it couldn't work if it were implemented like full screen mode (displaying a message telling the user to press escape to reclaim the mouse)? Edit: Actually it looks like this is being worked on after all – http://dvcs.w3.org/hg/pointerlock/raw-file/default/index.htm...
Still it would probably be fairly easy to add support for it to this and replace the annoying click-drag camera movement when possible.
Re: MineCraftWebGL
#5Minecraft's terrain generator does a couple of passes (last I read about this, things may have changed) that generates cave systems, the surface level topography, forests, etc. http://notch.tumblr.com/post/3746989361/terrain-generation-p...
Still, definitely a cool project.
Re: MineCraftWebGL
#6If only there were an API for mouse capturing. Is there any reason why it couldn't work if it were implemented like full screen mode (displaying a message telling the user to press escape to reclaim the mouse)? Edit: Actually it looks like this is being worked on after all – http://dvcs.w3.org/hg/pointerlock/raw-file/default/index.htm...
It also exists in recent Chrome versions, however it seems to be disabled by default for some reason, but you can enable it in the flags menu.
No reason why this cool site can't use it on those browsers, there are lots of demos on the web that do. Mouse lock is very important.
Re: MineCraftWebGL
#7If only there were an API for mouse capturing. Is there any reason why it couldn't work if it were implemented like full screen mode (displaying a message telling the user to press escape to reclaim the mouse)? Edit: Actually it looks like this is being worked on after all – http://dvcs.w3.org/hg/pointerlock/raw-file/default/index.htm...
Seriously, what the hell is the point of even creating something like webgl if a key feature for immersion is kept out? It's like building a car starting with the frame. God speed to whoever is fighting the good fight on those frigging w3c boards.
Re: MineCraftWebGL
#8Earlier quoted context omitted.
Seriously, what the hell is the point of even creating something like webgl if a key feature for immersion is kept out? It's like building a car starting with the frame. God speed to whoever is fighting the good fight on those frigging w3c boards.
As mentioned above, this feature does in fact exist.