Posts Tagged ‘three.js’
Interactive on the web is changing at a rapid clip. The path of the next wave of ineractive and gaming on the web is beginning to materialize.
Adobe is going low level with Flash ‘Molehill’ 3D and hardware acceleration platform that companies like Unity will be including as an export target.
Microsoft has finally laid out their plans. Silverlight is alive with Silverlight 5 / 3D powered by XNA (any surprise? guess it isn’t dead) and hardware acceleration throughout Internet Explorer, this appears to be Microsoft’s version of the future.
Plugins like Flash, Unity, Silverlight, others will continue to push the bounds cross platform where standards cement the technology behind it for a platform to reach the next innovative step.
Mobile has blown up the scene with native and low-level focus, causing web platforms to also go low level for more performance thanks to Apple and now Android. Native languages like C, C++ and Objective-C came roaring back as the hardware was reset a bit back to late 90s/early 2000s processor and graphics power. However with mobile and cpu cost on platform as service system, native will stay more over the coming years.
Games, interactive and entertainment projects and apps are going to be even more fun. New opportunities all over the place. Game on!
Khronos announced today that WebGL, the great OpenGL web hope, is now officially final for the 1.0 version. Khronos announced this today via the GDC and their website, it was also mentioned at Gamasutra.
There is already a thriving middleware ecosystem around WebGL to provide a wide diversity of Web developers the ability to easily create compelling 3D content for WebGL-enabled browsers. These tools include: C3DL, CopperLicht , EnergizeGL, GammaJS, GLGE, GTW, O3D, OSG.JS, SceneJS, SpiderGL, TDL, Three.js and X3DOM. Links to these authoring tools and WebGL demos can be found at www.khronos.org/webgl/wiki/Main_Page.
It will take some time for WebGL to propagate. It is ready and on in Chrome and Firefox by default in betas. Safari it can be enabled via app parameter. IE and MIcrosoft have yet to chime in, will we see DirectX for the web or adoption of WebGL. Time will tell… Until then Unity and Flash with the 3d api Molehill are forging ahead. I am sure we will see an export to WebGL for Unity down the line but there are still some interesting script execution speed issues that compiled code in Flash and Unity Web Player will still be faster on.
So Khronos isn’t stopping at WebGL, they are now tackling WebCL or OpenCL for the web just like WebGL is OpenGL for the web (currently at the OpenGL ES 2.0 level which is nice because that is big on mobile — mobile and web games are at about the same level).