Archive for the 'HTML5' Category

Conway Stamps Collection

Sunday, June 8th, 2014

The other day I wanted to clean a little bit the code of my Conway Game of Life GPU web app, and meanwhile add some features. While searching for better demo patterns I discovered this great collection with all the known oscillators and their period, it is made by Dean Hickerson. It is cool that changing the number of steps you can verify that the period is right. Some patterns are very interesting, others are just combinations of other patterns.

conway

 

Things I hate about WebGL

Tuesday, May 13th, 2014

Inspired by this post from Rich Geldreich, and after coding in WebGL for more than two years, I want to make a list of all the things I hate about WebGL graphics programming. Which doesnt mean I dont like WebGL, just that there are many fields to improve that should be addressed.

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Coding C++ from the browser

Saturday, April 26th, 2014

Today I wanted to try a very basic web experiment that I had in mind for some time.
The idea was to code in C++ inside the browser and see the output right there.

compiler

Click the image to try it

If you want to know how it is done read the full entry.
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Pleasure.js, a fork from one of my apps!

Sunday, March 30th, 2014

Some years ago I coded an interesting web hack for the Music Hack Day 2011, a Freesound database explorer with visual feedback. For me it was just an excuse to explore more about the Canvas element in HTML5 so after the hack I didnt continue it, although some people told me it had lots of potential.

Today I discovered that somebody took the idea and polished and now it is in github. Check it out, the result is a very clear interface. I’m glad to see that one of my ideas went beyond me.

pleasurejs

Pleasure.js by five23

My LD27 entry won the second position in Graphics!

Saturday, September 21st, 2013

I was surprised but my A DEUS minigame made in 48 hours won the second position (from 1400 entries) in the graphics category thanks to the public votations.

Obviously I didnt ranked so well in the rest of the categories but that encouraged me to work harder next time and achieve a better position in other categories as well.

A DEUS: Postmortem of my LudumDare entry

Monday, August 26th, 2013

This weekend (my last holidays weekend) was the Ludumdare 27, the compo where you have to make a game based on a given theme, alone, in 48 hours, without reusing existing code or assets.

I made “A DEUS”, an asynchronous multiplayer web game in Javascript/WebGL. You can try it clicking on the image.

adeus_title

Click in the image to play the game

I wanted to write a post-mortem with some of my thoughts about the game and the development process.

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Playing with the Emscripten port of Box2D

Saturday, July 20th, 2013

Some time ago I had the idea of porting the concept of a great old game called Mindrover to the web, as an excuse to do something with my LiteGraph.js library (a javascript to create modular graphs similar to PD).

Motorclub, using graphs and physics

Mindrover is a game where you design your vehicle to fulfill some challenges. You cannot directly control the vehicle during the challenge, instead you must add sensors and thrusters around the chasis of the vehicle and wire them to react according to your strategy. A very interesting and fun game. Sadly it seems that the mechanics of the game havent caught up with more developers.

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Updating Simplecanvas

Tuesday, July 9th, 2013

I have improved Simplecanvas so now it has some basic 3D rendering functions, check the latest entries in the gallery to see the syntax.

It is a pity that I can’t use WebGL (I want to keep it as compatible as possible, specially for iOS), otherwise I could make something more like processing.

 

simplecanvas

WebGLStudio

Thursday, June 20th, 2013

Today I have presented in front of an audience for the very fist time the work I’ve been doing for that last year and a half. It is a 3D editor entirely made for the web, using my own 3D rendering engine. It is called WebGLStudio.

WebGLStudio

Because it is still a prototype full of bugs I didnt want to promote it but now I feel more confortable sharing it. You can try it by clicking the screenshot.

I will make a better post about it with a tutorial video in the next weeks.

Planet Renderer and HTML5 frustration

Monday, May 6th, 2013

I hate when coding a neat web application I stumble uppon a problem where due to a poor standard there is no clean solution.

This weekend I was coding a planet shader for an idea I’ve been having lately, the problem when dealing with planet rendering is that you need very high resolution textures if you want to let the user get a close view.  So I searched and found some 4K textures perfect for my scene.

earth

Click to see the WebGL Earth Demo

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