I gave the javascript Fullscreen API a shot tonight, something I've been meaning to do for a while. To test, I went and added a simple fullscreen button to my Quake 3 demo. I've posted the current results online (Webkit only for the moment, sorry!) so that you can play with it if you want, but don't go expecting too much just yet.
The good: It does indeed switch your browser to fullscreen mode and isolate the given element.
The bad: Pretty much nothing else works yet.
[UPDATE! nornagon has addressed pretty much all of these issues in the comments! I've also updated the Q3 demo to reflect his advice. See below.]
Thursday, September 29, 2011
Tuesday, September 27, 2011
Source Engine Levels in WebGL: Tech Talk
So I've just gotten back from onGameStart and have been very pleased with how well my "Surprise Project" was received! For anyone not at the conference or following me on Twitter, at the end of my presentation I demonstrated a Source Engine level (2Fort, from Team Fortress 2) running in WebGL at an absolutely stable 60fps! Now, to be perfectly fair there are a lot of bits of the rendering that don't work properly yet. Off the top of my head, it's still missing: Normal mapping on brush surfaces, displacement surfaces, water rendering, 3D skybox, any shaders that use cubemaps, accurate lighting on props.. you get the idea. Over the next few weeks I'm going to try and fix some of the more egregious omissions after which I'll put the code up on github for any enterprising developers, and I'll also post a Youtube walkthrough of the level, but don't expect a live version any time soon.
[Update: Video and Source Code are online now!]
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