Live data from Hacker News

WebGL Terrain Flyover Demo

zephyrosanemos.com

91–100 of 121 posts

Re: WebGL Terrain Flyover Demo

#91
post #6

Looks nice but runs at awfully slow 4-5 fps on my Ubuntu 64bit system. Is Radeon HD 4200 to weak for WebGL or is there something you need to configure?

60 FPS here, Ubuntu 64, nVidia GTX 660. Cool demo, thanks. For most people though I doubt they will have good video hardware so I think 3D in the browser is still several years of for the everyday user.

Re: WebGL Terrain Flyover Demo

#92

Earlier quoted context omitted.

I found some pleasant similarities between Pascal and Go (Golang)

What are they, aside from just := and the lack of brackets?

Actually Go's use of := is almost anti-pascal: it means something rather different, but similar enough to be confusing, and so is likely to confuse anybody who's used to the vastly more common meaning of := in Algol-family languages (Pascal, Ada, etc).

... and then there's Go's screwed up version of Pascal-style declaration syntax...

[a link to my earlier rant on this subject: http://news.ycombinator.com/item?id=4520104 (TL;DR: Go: "var foo, bar int"; Pascal: "var foo, bar : int"; the colon vastly improves readability, and has no real drawback)]

Re: WebGL Terrain Flyover Demo

#93
Outstanding work. I noticed that resizing my browser window actually changes my view portal size. I expected it to keep the same portal resolution but shrink/stretch/distort the view as I resized the browser. I'm not sure what the implications are, but it was a fun surprise. I also noticed that the framerate scales very nicely with the changing portal view resolution as I resize the browser. Very impressive.

Re: WebGL Terrain Flyover Demo

#94
That's very cool. Nicely polished, that's a lot of hard work and effort. Congrats!

I can relate to your story of building the UI framework yourself. That's kinda what I ended up doing myself too, and I've learned a lot of fundamentals through that approach.

Re: WebGL Terrain Flyover Demo

#95
post #6

Looks nice but runs at awfully slow 4-5 fps on my Ubuntu 64bit system. Is Radeon HD 4200 to weak for WebGL or is there something you need to configure?

Surely the bottleneck is on the CPU for any system bought in the last couple of years? Keeping the GPU fed is going to be the challenge with WebGL.

Re: WebGL Terrain Flyover Demo

#96
post #16

Very cool. Are you using occlusion queries for the lens flare sprite? This something I implemented recently in my engine. Eventually I want to do something like this... http://john-chapman-graphics.blogspot.com/2013/02/pseudo-len...

Thank you! I didn't have time to implement image-space occlusion queries, plus I wasn't sure of the level of support they have on mobile hardware (not that this demo will run on anything mobile for the time being :)). I'm shooting a grid of rays through the terrain instead (see relevant screenshots), using various techniques to accelerate that. The result is used for modulating the intensity of both the lens flares l…

FWIW, this demo runs on Chrome Beta for Android with WebGL enabled (although the UI is a bit unusable in that context).

Re: WebGL Terrain Flyover Demo

#97
post #23
post #19

Earlier quoted context omitted.

> lens flare is ubiquitous in photography, hence its absence in a computer generated images can be conspicuous wait, what? Lens flare is not common in photography.

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).

Such as http://www.mpi-inf.mpg.de/~ritschel/Papers/TemporalGlare.pdf as seen in http://blog.wolfire.com/2009/01/lens-flares/

Re: WebGL Terrain Flyover Demo

#98

Earlier quoted context omitted.

What are they, aside from just := and the lack of brackets?

Actually Go's use of := is almost anti -pascal: it means something rather different, but similar enough to be confusing, and so is likely to confuse anybody who's used to the vastly more common meaning of := in Algol-family languages (Pascal, Ada, etc). ... and then there's Go's screwed up version of Pascal-style declaration syntax... [a link to my earlier rant on this subject: http://news.ycombinator.com/item?id=452…

> the colon vastly improves readability

We have gofmt for that :)

Re: WebGL Terrain Flyover Demo

#99
post #98

Earlier quoted context omitted.

Actually Go's use of := is almost anti -pascal: it means something rather different, but similar enough to be confusing, and so is likely to confuse anybody who's used to the vastly more common meaning of := in Algol-family languages (Pascal, Ada, etc). ... and then there's Go's screwed up version of Pascal-style declaration syntax... [a link to my earlier rant on this subject: http://news.ycombinator.com/item?id=452…

> the colon vastly improves readability We have gofmt for that :)

> > the colon vastly improves readability

> We have gofmt for that :)

Er, what? gofmt doesn't improve the readability of declarations at all... [there's really not much it can do]

Re: WebGL Terrain Flyover Demo

#100
post #98

Earlier quoted context omitted.

> the colon vastly improves readability We have gofmt for that :)

> > the colon vastly improves readability > We have gofmt for that :) Er, what? gofmt doesn't improve the readability of declarations at all... [there's really not much it can do]

It spaces them evenly if you have multiple subsequent lines of them. Readable enough:

    var (
        i, j        int
        foobarStuff string
        bebop       bool
    )
What's not readable?
Post reply on HN