In this — the third part of Erik’s raw WebGL series — we will walk you through the creation of a more advanced shader example, culminating in a rather colourful fractal.
This article picks up where the previous article in the series left off, looking at creating a simple shader to apply a gradient to a sample shape and offset it.
WebGL allows you to create real 3D content and render it in a web browser. This article series provides a gentle introduction to writing raw WebGL, rendering 3D creations without relying on libraries. In this part we aim to get you set up and started, concluding by running through a simple example.
This article explores importing existing 3D models into WebGL — a much easier way to go than creating them from scratch in WebGL! The steps include exporting models from 3D packages (including Blender, SketchUp and Shade) into .obj format, converting them from there into JSON, then rendering them from there using the Three.js WebGL library.
This is the first in our series of articles about WebGL. The objective of this series is to provide the information and resources you’ll need to get started learning WebGL. In this piece, we will discuss how WebGL works, what you need to create WebGL applications, and what a simple example looks like.
In this, the second part of Jacob Seidelin’s series on creating games using HTML 5, JavaScript, canvas and raycasting, he takes the game put together in Part 1, and adds better collision detection, performance improvements, scenery and enemies to chase you!
Jacob Seidelin has a lot of exciting tricks up his sleeve, with regards to creating games using HTML5 <canvas>. This week we are lucky enough to have him sharing some of his techniques with us, in the shape of some code for creating pseudo-3D first-person perspective games using canvas and raycasting.