How to Move Doom Characters in WebGL in 50 lines of JS
learningthreejs.comThis. This is why we can have nice things.
I've been thinking about the old programming saying, "There is no problem that cannot be solved by adding a layer of abstraction, except for having too many layers of abstraction." How many layers is too many? The trends I see are (1) computers keep getting faster; (2) compilers keep getting smarter; and (3) we keep learning how to better design and manage and debug abstraction layers. Which means the number of abstraction layers that is "too many" to solve any given problem is much higher than it used to be. I think a lot of the "check out this neat thing" posts on HN are a product of that -- we can now stand on the shoulders of shoulders of shoulders of shoulders of shoulders of shoulders of shoulders of shoulders of shoulders of giants without things getting too tippy.
What did "var world = tQuery.createWorld().boilerplate().start()" look like back in 1997, when this Quake 2 model was first released? What will it look like in another 15 years?
This is why Unity3D is so much more of a pleasure to work with than Unreal. Playing a new animation on a skinned mesh really can be as simple as Animation.Crossfade(). With a little creative thinking, power and simplicity don't have to be playing tug-of-war, they can actually complement each other.
As opposed to the Unreal equivalent, PlayCustomAnim()? :). There are things that Unity does better than Unreal but animation isn't a great example.
Oh man, every time we see this kind of thing it makes life that much harder. :)
How can we not suffer with only 24 hours in the day. We have children and jobs and projects already under way. Every week we seem to have something so exciting land in our laps that it is hard to sit still.
Roll on the future.
It was a little disappointing to see frames drop to 35ps on fullscreen (my colleague got the full 60fps). But it can only get better and faster from here.
If you want something that will really blow your mind, check out the webgl demo of Cube 2: Sauerbraten (a Quake clone).
It's by far the most advanced WebGL FPS shooter I've seen so far - http://www.webgl.com/2012/05/webgl-game-cube-2-sauerbraten/
Mind blown. It's time to learn how to use WebGL.
Except it was written in C++ then converted to Javascript/WebGL.
The mere fact that even that is possible is pretty mind-blowing.
Agreed.
The math for calculating the mouse pointer position seems off, even in full screen mode.
I think the engine multiplies mouse movement by some factor, so the OS cursor diverges from the game cursor. But in fullscreen+mouselock mode it should work fine, not sure why not in that link, but here is a link to another wip port of the same game engine to JS/WebGL,
http://syntensity.com/static/bb/client.html
In fullscreen mode the mouse cursor works ok (at least in browsers that support mouselock).
Words cannot describe how epic that is
What the hell, what Doom is that. Maybe I missed it?
it says Quake2 in the body
Its not a Doom or Quake2 model/skin but it does use the Quake2 model format (MD2). I think it's just a custom model/skin downloaded from the planetquake site he linked to.
http://en.wikipedia.org/wiki/MD2_%28file_format%29
http://planetquake.gamespy.com/View.php?view=Quake2.Detail...