Showing latest posts tagged in "WebGL"

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What's next for HexGL?

What's coming next for HexGL? What am I working on right now?

Head past after the break to know the answers.

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(Video) My Adobe User Group NL talk is online.

AUG talk about HexGL

Above is a video of my recent talk about three.js and HexGL at the Adobe User Group NL meetup.

In this presentation, I'm talking about game development and workflows when using three.js to make a 3D game, taking my recent work with HexGL as an example.

You can also find my slides of this presentation on slideshare.

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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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(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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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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