Prototyping using WebGL: Vegetation and Shadows

Posted on:February 17 2017

Recently, I tend to prototype new 3D features in JavaScript / WebGL, because it is quite fast to do this. No compilation times, just hitting F5 and see what works. For the just released 5.6 version of my game engine, I did just that. (Prototyping this in WebGL, of course also has a second advantage: The game engine can spit out WebGL code, which of course based on these prototypes)

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Comments:


Hope to see awesome shadows in next updates :)
Love your blog, Niko!
rolevix (Vitaliy
Quote
2017-02-17 13:00:00


Looking nice! Any plans to add this to Mac target? I have some trees that could use some "enhancing"
Tim
Quote
2017-02-20 14:34:00


Yes, but a bit later, this planned for the part where I'm going to unify all the render paths.
niko
Quote
2017-02-21 09:54:00


Nice, waiting for a long time...
bob
Quote
2017-02-24 12:23:00


Great!
This is exactly what I have been hoping for. The graphical improvements will make me use Coppercube a lot more.
I would also like a way to import fbx models with their textures and hierarchy intact so that the children are editable in the editor.
mrmdesign
Quote
2017-02-24 13:47:00


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