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Showing results for tags 'webgl2'.
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One of the killer new features in WebGL2 is the "sampler2DArray" uniform type. Apparently, we can use it to: This would be a game changer for a project I'm working on, as it uses a shader which needs many textures as uniforms and we're hitting the limit regularly. Any thoughts on implementing this feature?
Hello BJS devs, What are BabylonJS's plans for WebGL 2 support? Namely, how do you guys envision supporting webgl 2 and backwards compatibility? I'm not super experienced with game development but I've been playing around with a toy project and I need to use binary 3D textures. I've made some changes to BJS to support 3D textures but I'm not familiar enough with the codebase to think this is the correct way of doing this. https://github.com/BabylonJS/Babylon.js/compare/master...wongwill86:texture3d?expand=1 Any feedback is much appreciated and I would be happy to make changes / open a PR if this seems like the correct approach. Also, if there is already a branch that supports this correctly, that would be even better Thanks!
If you want to start testing WebGL 2 in TypeScript I have already written a definition file right here that you can use Reason I wrote this is because I couldn't find reliable ones on Internet (they were very obsolete) and currently TypeScript doesn't support WebGL 2 Edit: In order to use WebGL 2 API in code you need to write: const CANVAS: HTMLCanvasElement = document.getElementById("myCanvas") as HTMLCanvasElement; // get canvas element let GL: WebGLRenderingContext & WebGL2RenderingContext = CANVAS.getContext("webgl2") as any; // get webgl2 context
Ganymede Gate DX (DX as in Deluxe, the game i'm developing has an open source, ascii based version) Ganymede Gate is a Sci-Fi traditional roguelike. It will have a quirky story not like any other sci-fi games you find out there, but i will not reveal much as not to spoil it. You're sent to the jovian moon in search of answers to a human base where some mysterious things have been happening, as it recently went silent. The deluxe version i'm developing includes tiles support and will, eventually, have steam achievements, etc. Itch.io ascii version is available here. You can play online (although it is pretty slow) on ganymedegate.com:. The ascii game is playable, although on a very alpha state, and the tiles version is just being developed atm. Here are some screenies of both of them. (this is a lot of AIs duking it out without lighting) (Some of the map generators currently implemented) And here's some of the WebGL2 UI goodness (with some shaders active, Curvature, Scanlines, Gamma and Tinting) (Yeah, roguelikes have scary keybinding sheets) (Inspired by SNES9x and ZSNES, i'm making shaders optional, modifiable and user generated, so anyone can put their favorite shader in) UI work numbs the mind, wish me luck