Cool demo. What caught my attention was this line in the description: >The terrain is procedural, generated offline by a Delphi program (Delphi is a modern version of Pascal). Nowadays I very rarely see new projects use Object Pascal or Delphi. This is somewhat disappointing since I think it really is a fine language that could be a viable alternative to C++ and Java due to its combination of high performance and cle…
WebGL Terrain Flyover Demo
71–80 of 121 posts
Re: WebGL Terrain Flyover Demo
#72"When I tried to think of a project suitable for learning JavaScript, a terrain flyover demo came to mind." Me too! But then I re-establish contact with the reality of my actual abilities and create a button which, when pressed, prints "Hello, world!" to an alert window.
Haha thanks :) I've done these things in the past many times, only on different platforms. The real kudos go to the browser guys (especially at Mozilla and Google) for all the superb work they've done on WebGL and JavaScript in general. Learning JavaScript and some of the intricacies of developing for the web has never been more fun! :)
Re: WebGL Terrain Flyover Demo
#73Earlier quoted context omitted.
Maybe he meant videography. A game engine is more like a virtual video camera anyways (depending on who you ask...some people think it should be more like a person's eye, with no lens/camera artifacts).
> depending on who you ask Yeah. Personally, lens flare drives me nuts. It's like instagram - you can show me a perfect picture, but instead you're applying a can't-see-shit filter.
If you frame it that way, I think B is more believable, because it accounts for the television/monitor, the controller, and the general fact that the player doesn't experience any of the physical repercussions of his/her actions. If B was what was really happening, then of course there would be camera effects, and of course I would need a monitor to view the actions from the camera, and of course I would need a controller. If A was really happening, then why would I need any of those things? So A is a bigger jump to immersion.
Re: WebGL Terrain Flyover Demo
#74Earlier quoted context omitted.
> depending on who you ask Yeah. Personally, lens flare drives me nuts. It's like instagram - you can show me a perfect picture, but instead you're applying a can't-see-shit filter.
It's actually an interesting debate: is it more believable, from the perspective of immersion, that A) the player is a character actually in the world that they're navigating. or B) that they're controlling a character with a video camera. If you frame it that way, I think B is more believable, because it accounts for the television/monitor, the controller, and the general fact that the player doesn't experience any…
The Source engine does a great job with this, but it can really get in the way of gameplay.Bad "bloom" can really hurt your ability to aim at something when emerging from a dark corridor into bright daylight; depending on the game, this may be a feature--but is generally unfun.
Re: WebGL Terrain Flyover Demo
#75Re: WebGL Terrain Flyover Demo
#76Cool demo. What caught my attention was this line in the description: >The terrain is procedural, generated offline by a Delphi program (Delphi is a modern version of Pascal). Nowadays I very rarely see new projects use Object Pascal or Delphi. This is somewhat disappointing since I think it really is a fine language that could be a viable alternative to C++ and Java due to its combination of high performance and cle…
Re: WebGL Terrain Flyover Demo
#77Chrome Beta for Android gets 3fps. Firefox Beta for Android crashes. Just FYI. edit: 60.1 FPS at 2560x1440 on my desktop (KDE/KWin/Chrome Dev)
Thank you! Quite frankly, I'm surprised the demo even runs (I don't have a smartphone currently). On what device did you test it?
Re: WebGL Terrain Flyover Demo
#78It's as though you spent a month painstakingly mixing 64 channels of crystal clear audio, but, right at the end, threw your hands up and clipped the final mix into oblivion.
Re: WebGL Terrain Flyover Demo
#79Cool demo. What caught my attention was this line in the description: >The terrain is procedural, generated offline by a Delphi program (Delphi is a modern version of Pascal). Nowadays I very rarely see new projects use Object Pascal or Delphi. This is somewhat disappointing since I think it really is a fine language that could be a viable alternative to C++ and Java due to its combination of high performance and cle…
I found some pleasant similarities between Pascal and Go (Golang)
Re: WebGL Terrain Flyover Demo
#80Now add the ability to drive with a motocross through the landscape :) Very impressive!