Quantcast
Browsing all 51 articles
Browse latest View live

Thoughts on the iPhone after switching from Android

In the last few months, for various different reasons, I've had been looking to upgrade my beloved Droid X. There was a lot back and forth on my part about which phone to get, as I considered Android...

View Article


Image may be NSFW.
Clik here to view.

Building the Game: Part 5 - Static Level Geometry

See the code for this post, or all posts in this series.See the live demo.(WARNING! The live demo for this post will probably take a while to load and will most likely not run at 60 FPS! Optimizations...

View Article


Image may be NSFW.
Clik here to view.

Compressed Textures in WebGL

[UPDATE: The compressed textures spec has been changing, and so the original code posted with this entry stopped running. I've since fixed the code and updated the information below. Be aware, though,...

View Article

Image may be NSFW.
Clik here to view.

Protecting WebGL content (and why you probably shouldn't)

I received an email this morning from a developer that is in a predicament that I think many WebGL developers will find themselves in pretty soon:Do you have any experience with protecting assets in...

View Article

WebGL JS1K entry

As a sort of follow up to last years Itty Bitty WebGL post I decided to take a crack at actually entering the js1k competition this time around. Since the theme of the competition is "Love" I thought...

View Article


...in which I give updates on everything

Also known as: Why I've been so lazy lately.So I know that theres more than a couple of you out there that have been very patiently awaiting the next post in my Building the Game series for the last...

View Article

The Gamepad API and the case of the shifting buttons

Took the opportunity to look at the Gamepad API for the first time yesterday while at the Mozilla Games Work Week. It's a simple API at it's core, and one that should be very straightforward to use. I...

View Article

Image may be NSFW.
Clik here to view.

Anisotropic Filtering in WebGL

On Google+ this morning Ilmari Heikkinen pointed out that support for the EXT_texture_filter_anisotropic WebGL extension landed in Webkit a little over a week ago. That's awesome, as it's one of the...

View Article


Image may be NSFW.
Clik here to view.

Javascript memory optimization and texture loading

Over the past couple of weeks I've seen a few great resources about optimizing your javascript. One is a wonderful GCD presentation by Lilli Thompson about best practices when writing code for V8...

View Article


If I built a physics engine...

So let's be clear about something right from the very start: I'm not a physics guy. I love me a good physics engine, but I will likely never build one because that's just not where my expertise lies....

View Article

WebGL Texture Utils and Building Require.js libs

Two things to go over today:One, I've got a new library out. WebGL Texture Utils. It's, as you might imagine, a collection of utilities to assist with loading WebGL textures of several different forms....

View Article

Image may be NSFW.
Clik here to view.

Building the Game: Part 5.5 - Two steps forward, one step back

So this isn't really one of the "main" posts in the Building the Game series, but I feel it's important to bridge the gap between the last post and the upcoming one, since there's been a significant...

View Article

Image may be NSFW.
Clik here to view.

Building the Game: Part 6 - Isosurface Landscapes

See the code for this post, or all posts in this series.See the live editor demo.Well, it's been a long time coming, but I'm finally back with another official installment in the Building the Game...

View Article


WebGL Quake 3: 2 years later

Got a great question in the comments on my Quake 3 Tech Talk post today from Daniel P. It's been almost 2 years since you did this. My question is: how much could you improve the rendering with your...

View Article

Image may be NSFW.
Clik here to view.

Using WEBGL_depth_texture

Gregg Tavares mentioned on the WebGL mailing list recently that the WEBGL_depth_texture extension was available in Chrome Canary, but I've yet to see anyone talking about how to use it so I figured I'd...

View Article


The WebGL Guide to reading OpenGL shaders, Part 1

When discussing graphical techniques in WebGL, it's not uncommon to hear people say "Here's some shader code from an OpenGL desktop app! Use that!" And for the most part that's an entirely reasonable...

View Article

Image may be NSFW.
Clik here to view.

Sprite tile maps on the GPU

I had a fun idea yesterday while playing (what else) Spelunky and decided I'd give it a go. The result is this demo, which I'm reasonably proud of despite it's simplicity.I know it doesn't look all...

View Article


Image may be NSFW.
Clik here to view.

More GPU Tile map demos (Zelda)

I published these on Twitter and Google+ a little over a week ago, but felt they were worth posting on the blog as well!So if you recall from my previous post I mentioned that the tile map technique...

View Article

New job and glMatrix 2.0

A bit of a life update here, for those that don't follow my Twitter feed there's a couple of things worth bringing up:First up, I've left Motorola after the project I was working on was shut down. I'm...

View Article

Nexus 7 impressions

I picked up a Nexus 7 last weekend, partially because I am on the Chrome team now and want to contribute to the Android version, and partially because I really wanted an Android device to play with...

View Article
Browsing all 51 articles
Browse latest View live