I enjoy playing with Flambe. It’s the only tech (except OpenFL) which enable you to have a SWF, Canvas & WebGL browser game with one code base made in Haxe (like OpenFL).
Having those three targets, you’re sure to reach your audience at 100%. However one feature, taking an in-game screenshot, may ruin your multi-platforms adventure.
Continue reading Taking screenshots with Flambe, fighting multi-platforms
Tag Archives: webgl
Flambe versus the World!
The (HTML5) engines war
You probably didn’t miss the engines war of the previous month: Unity announced Unity5 with WebGL support (which I already pre-ordered hurrah!) and Unreal Engine 4 did the same with an incredible price. That was for the big guys.
From a more indie friendly point of view, PixiJS continue to kick ass with awesome new features (cacheAsBitmap, blend mode for canvas, SpriteBatch…). Phaser using PixiJS as its rendering engine, is becoming much more popular every day and obviously more stable. PixiJS has really the wind in its sails because OpenFL switched to it for its HTML5 rendering engine!
Quick look into ThreeJS
This two last weeks were very exciting thanks to Adobe’s announcement : a new framework for 2D games : Starling, running on top of Stage3D (Molehill). Flash Player 11 is out henceforth, new 3D frameworks are coming : Adobe Proscenium, Aerys. And other big things like Unreal Engine 3 with Unreal Tournament 3 in our browser !
There’s a lot to digest ! Starling may be the next thing I will experiment…
Anyway, before all this annoucement, I was keeping an eye on JavaScript and its most awesome framework : ThreeJS created by Mr Doob. ThreeJS is a “lightweight 3D engine with a very low level of complexity — in other words, for dummies”. Dummy ? This is what I’m with 3D engine… in fact this is the first time that I try a 3D engine… so let’s start !
The three.js repository is on github with code source and many examples.
I started to learn ThreeJS with Ilmari Heikkinen’s slides that you can find here. It is really a good way to start.
Click here to see my experimentation.
I used three.js with WebGL render. My source code :
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 | <html> <head> <meta http-equiv="content-type" content="text/html; charset=utf-8"/> <title>three.js</title> <style type="text/css"> body { color: #808080; font-family:Monospace; font-size:13px; text-align:center; background-color: #ffffff; margin: 0px; overflow: hidden; } #info { position: absolute; top: 0px; width: 100%; padding: 5px; } </style> </head> <body> <div id="container"></div> <div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a></div> <script type="text/javascript" src="Three.js"></script> <script type="text/javascript" src="raf.js"></script> <script type="text/javascript"> var renderer = new THREE.WebGLRenderer({antialias: true}); renderer.setSize(document.body.clientWidth, document.body.clientHeight); document.body.appendChild(renderer.domElement); renderer.setClearColorHex(0xEEEEEE, 1.0); renderer.clear(); renderer.shadowCameraFov = 50; renderer.shadowMapWidth = 1024;; renderer.shadowMapHeight = 1024; var fov = 45; // camera field-of-view in degrees var width = renderer.domElement.width; var height = renderer.domElement.height; var aspect = width / height; // view aspect ratio var near = 1; // near clip plane var far = 10000; // far clip plane var camera = new THREE.Camera(fov, aspect, near, far); camera.position.z = -400; camera.position.x = 200; camera.position.y = 350; const NBR_ELEMENTS = 250; var scene = new THREE.Scene(); var light = new THREE.SpotLight(); light.castShadow = true; light.position.set( 170, 330, -160 ); scene.addLight(light); var tab = []; var sprite; for (var i = 0; i < NBR_ELEMENTS; ++i) { sprite = new THREE.Mesh(new THREE.CubeGeometry(25, 25, 25), new THREE.MeshLambertMaterial({color: Math.random() * 0xffffff})); sprite.castShadow = true; scene.addChild(sprite); if (i == 0) sprite.position.x = Math.random() * 1000; else sprite.position.x = (Math.random() > 0.5) ? Math.random() * 1000 : -Math.random() * 1000; sprite.position.y = (Math.random() > 0.5) ? Math.random() * 1000 : -Math.random() * 1000; sprite.position.z = (Math.random() > 0.5) ? Math.random() * 1000 : -Math.random() * 1000; tab.push(sprite); } var oneElement = false; var diffx; var diffy; var diffz; var i = 0; renderer.shadowMapEnabled = true; renderer.render(scene, camera); var paused = false; var last = new Date().getTime(); var down = false; var sx = 0, sy = 0; window.onmousedown = function (ev){ down = true; sx = ev.clientX; sy = ev.clientY; }; window.onmouseup = function(){ down = false; }; window.onmousemove = function(ev) { if (down) { var dx = ev.clientX - sx; var dy = ev.clientY - sy; camera.position.x += dx; camera.position.y += dy; sx += dx; sy += dy; } } function animate(t) { if (!paused) { /*last = t; sphere.position.x = Math.cos(t/600)*300; sphere.position.z = Math.sin(t/600)*300; sphere.rotation.y = t/800;*/ if (oneElement) { if (tab[0].position.x < 1000) { i = 0; while (i < NBR_ELEMENTS) { diffx = 0 - tab[i].position.x; diffy = 0 - tab[i].position.y; diffz = 0 - tab[i].position.z; tab[i].position.x -= diffx * 0.05; tab[i].position.y -= diffy * 0.05; tab[i].position.z -= diffz * 0.05; ++i; } } else { oneElement = false; } } else { if (tab[0].position.x > 1) { i = 0; while (i < NBR_ELEMENTS) { diffx = 0 - tab[i].position.x; diffy = 0 - tab[i].position.y; diffz = 0 - tab[i].position.z; tab[i].position.x += diffx * 0.05; tab[i].position.y += diffy * 0.05; tab[i].position.z += diffz * 0.05; ++i; } } else { oneElement = true; } } renderer.clear(); renderer.render(scene, camera); } window.requestAnimationFrame(animate, renderer.domElement); }; animate(new Date().getTime()); onmessage = function(ev) { paused = (ev.data == 'pause'); }; </script> </body> </html> |
I used raf.js to make an “enter frame” on the page, you can find the script on Ilmari Heikkinen’s repository.