Wow. Looks like a shameless rip-off of Three.js. Doing a search and replace of 'THREE' to 'v3d' is, frankly, disrespectful, IMHO.
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MayorOfMonkeys
PlayCanvas might be an easier jumping on point for WebGL for you. See https://github.com/playcanvas/engine and https://playcanvas.com
PlayCanvas has a renderer that has an optimized path for stereo rendering - achieves great perf on mobile. https://blog.playcanvas.com/webvr-support-in-playcanvas/
I'd recommend checking out PlayCanvas (https://playcanvas.com). It gives you a pretty powerful editor app to build WebGL content. It's got a scripting interface, but you can create some pretty cool graphical scenes without writing a single line of code.
Interesting. With a little hackery, it should be fairly easy to get this working with PlayCanvas. I'm not sure why it needs to use a new element type though (canvas3D).
I'm seeing a dramatic up-tick in companies wanting WebGL content to be built, either in-house or externally. WebVR is only going to accelerate this trend. So, sure, picking up skills around WebGL content creation should be a safe bet but avoid learning WebGL at a low level. Tools like PlayCanvas are there to help you get excellent results in a fraction of the time - you're much better off learning that.
Definitely check out PlayCanvas at https://playcanvas.com for many gorgeous applications of WebGL.
Here is a hot code replacement feature: https://twitter.com/playcanvas/status/751469647149621248 You definitely learn JS! That's the language typed by the coder in the video. Of course, PlayCanvas has its own API to make certain tasks quicker and easier for you, but you can write your own shaders in GLSL if you like.
Sounds like PlayCanvas would suit your needs very well. https://playcanvas.com
Or alternatively: if you can't even do a spinning cube, you have a problem.
PlayCanvas is built on WebGL which leverages hardware antialiasing by default.
PlayCanvas has a WebVR integration. You get a Unity-esque editing environment coupled to an open source engine that's built specifically for the web/WebGL. http://blog.playcanvas.com/easy-cardboard-vr-in-webgl/
There's always the open source PlayCanvas Game Engine. Why re-invent the wheel? https://github.com/playcanvas/engine
Cool. Feature request: generate the six faces to be used as a cubemap. Additionally, enable saving in an HDR format. :D
The engine itself is open source (MIT license): https://github.com/playcanvas/engine If you want a fancy editor to build more quickly, it's free to work in public. And for 'garage-outfits' that want to work in private, it's $15/month. I wouldn't call that serious dough. My gym membership is $70/month!
You can't make this in Unity. Unity doesn't support the mobile browser whereas this runs on an iPhone 4S.
It's because Unity and Epic cross-compile large codebases to many MBs of JavaScript. This simply overwhelms the JavaScript engines on mobile. The PlayCanvas engine on the other hand is hand-written and is 125KB of JavaScript.
Unity and Unreal Engine don't support the mobile browser.
I'm not sure what's up with your iPhone 4S (although you do say 'equivalent') but on my 4S, I get around 10FPS. Not fast, but usable.
Have you tried it on your mobile? The fact you can experience this kind of content in the mobile browser and even mobile Facebook and Twitter clients without having to visit an app store is new and IMHO, very exciting.
WebGL is being utilized in Google Maps which has massive adoption. There are even whole browser based game engines like PlayCanvas - see https://playcanvas.com - that rely on WebGL. You have to remember, WebGL only gained full cross-device support a year ago. You're only going to see more and more uses of the API in the coming months and years.
Interesting. I notice you're using X3DOM. If you're looking for more realistic rendering capabilities, it's definitely worth checking out the open source PlayCanvas engine. Codebase: https://github.com/playcanvas/engine Toolset: https://playcanvas.com/ The engine has physically based rendering integrated into it. Here's an example: http://playcanv.as/p/SA7hVBLt Ping the info 'at' playcanvas 'dot' com address to find out more.
The goat is definitely the star of the show here! Cool to see what's possible with the Twitter API!
Take this PlayCanvas game for example: http://tanx.playcanvas.com/ It's a mere 1MB. You can play it in the mobile browser, mobile Facebook, Twitter Google+ clients, and mobile messaging apps. UDK and Unity can't hit those platforms. Also, with PlayCanvas, you're making your games online alongside a community that can collaborate with you, comment on your progress, help you fix bugs and so on. So I guess PlayCanvas is GitHub+Google Docs to UDK/Unity's MS Office.
three.min.js: 410KB playcanvas-stable.min.js: 521KB
So 111KB difference. What would the load time difference be?
You can still do your own stuff in PlayCanvas (write your own shaders, procedurally create geometry, etc etc). But there's extra stuff you get: physically based renderer, powerful chunk based shader system, point light shadows, entity-component system, and lots more besides. Definitely worth checking out. :) Sounds like you're not interested in higher level tools, but the PlayCanvas Editor is really cool too (that's on https://playcanvas.com - and it's optional). It's essentially Unity in the browser.
Looks cool. How was your experience with three.js? Did you check out the PlayCanvas engine: https://github.com/playcanvas/engine - it's a bit more geared towards games.
Hmmm. Black canvas with the following in the console on Chrome OS: [.WebGLRenderingContext]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glClear: framebuffer incomplete (clear)
I think it's just used to increment a play count.
Perspective? :)