Showing posts 10 to 20 from all categories

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Introducing HexGL, a WebGL racing game!

This video is a quick trailer for my upcoming WebGL game: HexGL.

Read past the break to learn more about it.

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BKcore.com, now with 20% more RSS Feed.

After some e-mail suggestions from my readers, I decided to add a little RSS feed on my blog so you can follow me from your favorite news reader.

Subscribe to the RSS feed via Feedburner.

Subscribe to the RSS feed directly from the XML.

RSS icon courtesy of kyo-tux.

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(WebGL) Volumetric Light Approximation in Three.js

This article will be covering the technique behind the volumetric light approximation (VLA) aka godrays I used in my latest OpenGL project to simulate sun shafts, but this time in WebGL, with a point light.

Check out the demo and the code after the break.

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Moving from Flickr to DeviantART

With my Flickr pro account expiring in a few days, I came to reconsider other alternatives as Flickr feels more and more outdated and poorly designed compared to other websites providing the same kind of services.

To me, Flickr has become more of an "I'll just stock my photos there" service instead of a place where I'd just share my passion with others. This is mostly explained by its lack of a real community and poorly designed UI and navigation in my opinion.

So ?

That is why I've decided to dig up my old DeviantART account, do a little spring cleaning and start using it again.

In the meantime, I'll be using this occasion to test out the 4th version of Lightroom by re-processing some of my older pictures before uploading them to DeviantART again.

Link

Follow this transition on my DeviantART page.
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OpenGL jungle viewer source code and report

In this post, I'll talk about my recent openGL jungle viewer project, giving the source code in the meantime.

Head past after the break to read the full article.

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OpenGL jungle engine/viewer project (UTBM)

This video is about one of the imagery projects I was working on for the past 3 months with 3 fellow students at the University of Technology of Belfort-Montbéliard.

The goal of this project was to create a jungle engine/viewer in OpenGL, from scratch. I was in charge of the rendering and post-processing pipeline while also doing a bit of 3D modelling and texturing. This engine may lack important features like normal mapping and true physics, but we're still quite proud of it considering how little time we had to learn the technology and implement it.

Expect some tutorials, more in-depth explanations and the complete source code sometimes in July on my website.

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WebGL for architecture, an internship at KA-RA

In this post, I'll talk about my recent internship at KA-RA, a small startup that dedicates its time at developing real-time 3D software for architectural projects.

My mission there was to develop a real-time 3D web platform to enable architects and students to share, edit and visualize their 3D projects directly in their browser, using the WebGL technology.

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(WebGL) A RenderManager to handle multiple setups

After experimenting more with Three.js, and working with more complex scenes and setups, I recently felt the need of a structured manager to handle multiple scenes, cameras and render loops.

Indeed, working with more than one scene/camera/render setup can quickly become messy, juggling with many variables for each setup.

To counter this, I developped a tiny Three.js extension: THREE.Extras.RenderManager. Head past after the break to download and learn more about it.

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(WebGL) Animated selective glow in Three.js

This time I'm going to explain a way to make specific parts of your 3D object glow, and how to animate those. For this I'll be using THREE.EffectComposer to render the glow passes.

Check out the demo and the code after the break.

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(WebGL) Max to Three.js workflow tips and tricks

Ever since I started working with the WebGL technology, I've been trying out a few frameworks like SpiderGL and SceneJS.

Most recently, I've been giving a try to Three.js, and it is by far the best WebGL framework I've ever tested. So as I'm advancing on my learning of this framework, I'll be giving out on this blog a few tips and tricks that I found useful when using Three.js. The first one being an advice on the Max-to-Three.js workflow, readable after the break.

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