Welcome to the Next Gen™ (Same as the Last Gen, but better lit)
So footage for the next installment in the "Battlefield" series was posted today, and it's got a lot of people excited. For good reason too, it's gorgeous! Totally worth your time to watch the full...
View ArticleHow Microsoft could possibly, just maybe, become WebGL's biggest supporter
Ready to jump head-first into wild speculation land? Come on, it'll be fun!It occurred to me today that there's a slim possibility that in the near future Microsoft may actually become the biggest...
View ArticleHow Blink has affected WebGL?
One of the topics that was suggested when I recently took a poll on Twitter/G+ of potential blogging topics was what kind of impact the switch to Blink has had on Chrome's WebGL implementation. I...
View ArticleWebGL Draft Extensions in Chrome
I mentioned this was coming in my last post, but it's a significant enough change that it's worth addressing on it's own. New Chrome builds, starting with today's Canary build, will begin including a...
View ArticleA Tale of two Web Technologies
Let's play a quick game: I'm going to describe a relatively recently announced web technology, and I want you to guess what it is.It was developed by a generally well respected company that focuses on...
View ArticleNo more Google+ comments
I tried out the new Blogger Google+ comments for a while, but after experiencing some weird behavior (like comments not displaying on mobile) and hearing from a couple of people that avoided leaving...
View ArticleWebGL instancing with ANGLE_instanced_arrays
And still no Shakespeare...Ever find yourself in a position where you absolutely, positively have to get a ton of monkeys on screen with a single draw call?Yeah, okay, me neither. (At least, not until...
View ArticleHolistic WebGL
ho·lis·tic AdjectiveCharacterized by comprehension of the parts of something as intimately interconnected and explicable only by reference to the whole.Characterized by the treatment of the whole...
View ArticleWhat's coming in WebGL 2.0
The WebGL working group has just released a public draft of the WebGL 2.0 spec. Hooray! Of course, being a public draft things are still subject to change and there are still plenty of TODOs, so don't...
View ArticleAt last! Chrome D3D11 day has come!
As of revision 223716, Chrome Canary will have the ability to use Direct3D 11 (via ANGLE) as the rendering backend! Woot woot! The new backend can be enabled using the "Enable D3D11" flag in...
View ArticleUsing WebGL on Chrome (AKA: "Why don't I have the WebGLs?!?")
It occurred to me the other day that although WebGL is now available on more devices with Chrome than ever before, Google actually hasn't said a whole lot about who has it, how to get it, and what to...
View ArticlefailIfMajorPerformanceCaveat: With great blacklisting power comes the need...
Chrome is gaining a new WebGL context creation attribute: failIfMajorPerformanceCaveat. In the words of the spec, when you've set this useful little boolean to true:Context creation will fail if the...
View ArticleNotch, WebGL, Dart, and ramping up quickly
Just a little something I thought was worth pointing out. @notch, the creator of Minecraft, has been posting updates on his latest toy project to his Twitter account recently. I've found this very...
View ArticleHow Blink has affected WebGL, Part 2
In a previous post I detailed some of the ways that the migration to Blink has affected the WebGL pipeline. The short version is that we were able to remove some layers of abstraction without changing...
View ArticleXbox One controller in Chrome on OSX
I've been working lately on better Gamepad API support in Chrome (call it my "20% project"). It's been a fun change of pace from WebGL, primarily because it's much more straightforward code. In the...
View ArticleOculus, Facebook, and the dreaded "Ecosystem"
It's taken me several days to get over my knee-jerk, emotional, Vader-esque "NOOOOO!!!" response regarding Facebook's purchase of Oculus. I wrote up a "Please cancel my DK2 pr-order" email immediately...
View ArticleCrowdsourcing Unreal Tournament
I spent an awful lot of time from my middle school years forward learning everything I could about the mechanics of making video games. The goal being, of course, to make my own. And not some silly...
View ArticleBringing VR to Chrome
The Good StuffLet's get all the links out of the way upfront, because that's what you're really here for, right?WebVR-enabled Nightly Chromium BuildsGo here for buildsSourceBlink WebVR experimental...
View ArticleMoving towards WebVR 1.0
Consumer VR is at our doorsteps, and it’s sparking the imagination of developers and content creators everywhere. As such it’s no surprise that interest in WebVR is booming. Publications like the LA...
View ArticleOculus Rift and HTC Vive review
By virtue of the WebVR work I've been doing I've been lucky enough to have a fair amount of access to VR hardware, and at this point feel like I've got a pretty good handle on where each of the newly...
View ArticleUpdate on WebVR spec, Chrome, and HTTPS
(This post was originally sent to the public-webvr mailing list, which you should totally follow if you're interested in the latest and greatest WebVR news!) Hello WebVR community!The Chrome team has...
View ArticleNew experimental WebVR builds for Android
It's an exciting time for WebVR on mobile right now! Today the Chrome team announced that WebVR is available as an Origin Trial in the Chrome 56 Beta for Android. Oculus has also recently launched...
View ArticleEarly access to the WebXR Device API in Chrome Canary
Hey, are you a web developer that wants to play with bleeding-edge browser VR APIs and influence their development? If so read on!The WebXR Device API is the next iteration of WebVR, and the API that...
View ArticleWebXR Scene Optimization
I posted a walkthrough of some basic steps for optimizing scenes for WebXR/WebGL on GitHub. Take a look!https://toji.github.io/webxr-scene-optimization/
View ArticleWebGPU/glTF case study
Over the last year or so I've been working on Chrome's implementation of the new WebGPU API, a successor to WebGL based on more modern graphics API patterns. While working on the API I've also been...
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