WebGL water scene
c1.goote.ch
c1.goote.ch
I'm surprised it still runs :)
The character uses more joints than some mobiles can handle (those with a vertex uniform limit of 128).
The one linked to was a quick remake in Create...
Well, actually it doesn't, at least on my computer. The diving mode is simply black here.
In the create new UI, the name field needs to be more obvious. Since the template thumbnails command so much immediate attention, it took me a minute to figure out what was wrong when I was trying to create a canvas and the blue button at the bottom was disabled.
Stutters on both Firefox and Chrome.
With Chrome 46.0.2490.86, the animation is smooth, but the audio is stuttering quickly and noisily.
One thing that is regular on WebGL demos is that it is always a mixed experience on my devices ranging from Android 4.3 to 5.0.
All are from Samsung and Asus.
Native demos work 100% without hiccups.
Nice idea, execution is still lacking on mobile.
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.
I just don't quite understand why everyone is getting so excited about individual demos.
But yeah, still essentially OpenGL in the browser :)
https://github.com/GooTechnologies/goojs/blob/master/COPYING...
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.
Hail open source! :)
There seems to be an issue with the rendering of the character though
Edit: P8400 is a 7 year old CPU and L7500 is 8 year sold. Good to see we're getting some mileage of 'em.
That's a beautiful scene, by the way. I just hope someone comes to rescue the poor kid soon.
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 geometry on the outskirts of the boat not to intersect (slow and complicated!)
2.) do some sort of stencil rendering to ensure the interior of the boat doesn't render the water (similar to how stencil shadows work). Also complicated!
3.) Render the hull of the boat only to the depth buffer (no colors rendered), and use multiple passes to make sure the water doesn't clip into the boat.
There's probably quite a few other ways I haven't thought of, but it's definitely not an easy problem.
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 is just VRML 97 with XML syntax.) Nobody uses this.
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/
Cool demo, but like 99% of the rest of the world, listen to music while i browse so almost instant-closed out when music blasted out.
Either way, music should never auto-play.