We'll see in this session how to create 3D HTML5 WebGL games for the desktop & mobile web. For that, I’ll show you our open-source Babylon.JS WebGL gaming engine available on GitHub. It has been recently used by Ubisoft for the Assassin’s Creed Pirates web experience. We’ll see how to cover the complete gaming pipeline from the 3D assets created & exported from Blender/3DS Max/Maya to BabylonJS, the various camera's types (touch, virtual joysticks, gamepad, etc.), the usage of the embedded physic engine. At last, of course, how to implement the game logic in JavaScript. We'll build a simple game to better understand how to use this free engine.
This document provides instructions for getting started with building VR and AR experiences using Unity and WebXR. It outlines the key steps for setting up the project including adding packages, configuring the project for WebXR, adding interactions to a sample scene, building and deploying to a local web server, and launching the experience in a browser. Next steps mentioned include integrating additional frameworks like ARCore, Vuforia and Snap Lens.
Engin Yağız Hatay gave a presentation on graphics and animation capabilities in web browsers. He discussed several technologies including CSS3, Canvas, SVG, and WebGL, and when each is best suited. He provided details on HTML5 Canvas capabilities and limitations. Hatay also covered browser support for these technologies and recommended several JavaScript libraries that can be used to create graphics and animations, including PaperJS, ProcessingJS, and ThreeJS. He concluded with a discussion of tools and frameworks for mobile graphics development.
ZoomCharts is an interactive and fast HTML5 charts library for big data visualization. It was created to address graphics challenges on the web like supporting multiple browsers, resolutions, and varying performance across devices. The developers use CoffeeScript, commit to GitHub, and have an automated testing setup to ensure quality. Key features of ZoomCharts include support for Canvas, SVG, and WebGL rendering as well as responsive design for big screens. Future plans include more chart types, an extension API, and memory tracking.
Building your own metaverse, prepare your own contract with solidity and perform your first transaction in Web 3.0 #metaverse #vr #ar #virtualreality #augmentedreality #solidity #blockchain #nft #web3.0 #3D #threejs
Penjelasan tentang platform NodeJS yang memungkinkan kita menulis code JavaScript di sisi server. Materi dibawakan di meetup Programming Wars Software Architect Indonesia Community tanggal 26 Agustus 2017 di Microsoft Indonesia
This document discusses the possibilities of WebGL and how it can be used for 3D graphics rendering on the web. It explains that WebGL allows for GPU-accelerated rendering directly in the browser by using APIs to control graphics processing units. It provides examples of using WebGL to initialize a WebGL context, create and compile shaders, and render 3D graphics by passing vertex and color data to shaders. The document recommends learning resources and frameworks for WebGL and suggests areas where WebGL could be applied, such as games, data visualization, and user interfaces.
After 20 years of JavaScript, modern web browsers started to understand a new binary format called WebAssembly. WebAssembly is known for its amazing performance, compact file size and portability. In this session, we will compare the execution model of JavaScript and WebAssembly. We also discuss about the techniques that helps WebAssembly to offer an incredible performance.
SceneJS is a JavaScript library that provides an easy-to-use API for WebGL. It uses a JSON-based scene graph structure to define 3D scenes and models. SceneJS aims to lower the barrier to working with WebGL by handling lower-level WebGL calls and optimizations under the hood. It supports features like instancing, level-of-detail, and bounding volumes to improve performance. The library is open source and its architecture is designed to integrate well with other web technologies.
This document summarizes Joone Hur's presentation on web standards support in WebKit. It discusses several new and emerging web APIs including custom protocol and content handlers, AddSearchProvider, Navigation Timing, device APIs for battery status, contacts, and media capture. It also covers the Unified Storage Quota API, Shadow DOM API, and notes that WebCL and WebKit2 have been added to Samsung and Nokia browsers.
Beating Canvas 2D in Its Own Territory WebGL + Tesspathy グリー株式会社 劉 光耀 (Guangyao Liu) ※Chrome Tech Talk Night #8でのLT資料です http://connpass.com/event/17312/
This document provides an overview of Chrome Dev Tools and how it can be used for debugging websites. Some key points covered include: - Chrome Dev Tools allows debugging of JavaScript, HTML, CSS and network requests. It provides features like logging, breakpoints, and profiling of frames and memory. - The DevTools UI is based on WebKit, which provides common features across browsers like DOM, CSSOM, and rendering. It shows the DOM tree, render tree, layer tree, and graphics layer tree. - Panels like Elements, Styles, Network, Timeline, Profiles, and Audits allow inspection and debugging of pages, styles, requests, performance, memory usage and more. Settings allow control of caching
At WordCamp Norway I presented about why Javascript matters when developing for WordPress. The amount of Javascript grows and it's time that developers look more into Javascript. The focus is around the example I build for WordSesh to show what you can do with Javascript and Node.js
This document discusses HTML5 game performance and compares the graphics capabilities of different platforms. It finds that Canvas 2D is faster than before but WebGL is still much faster for rendering 2D sprites. WebGL provides 3D graphics using OpenGL ES and is accessed through the HTML5 Canvas element. The document tests performance by drawing many blue squares and measuring framerates, finding that WebGL can render significantly more sprites before slowing down.
Talk given at The Rich Web Experience 2008. Check out blog for more demos, and sample code. I hate images. Not pictures or icons, mind you, but user interface graphics. I think that small gradient PNGs that web developers set to repeat are the spacer gifs of today. Images are hard to change, and slower to download.
My talk for the JS Monthly London meetup about the cool, new and surprising things we can develop with JavaScript these days. Includes Robots, Internet of Things and Virtual Reality.