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 ArticleBuilding 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 ArticleCompressed 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 ArticleProtecting 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 ArticleWebGL 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 ArticleThe 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 ArticleAnisotropic 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 ArticleJavascript 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 ArticleIf 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 ArticleWebGL 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 ArticleBuilding 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 ArticleBuilding 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 ArticleWebGL 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 ArticleUsing 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 ArticleThe 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 ArticleSprite 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 ArticleMore 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 ArticleNew 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 ArticleNexus 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...
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