Book Image

WebGL Game Development

By : Sumeet Arora
Book Image

WebGL Game Development

By: Sumeet Arora

Overview of this book

<p>WebGL, the web implementation of Open GL, is a JavaScript API used to render interactive 3D graphics within any compatible web browser, without the need for plugins. It helps you create detailed, high-quality graphical 3D objects easily. WebGL elements can be mixed with other HTML elements and composites to create high-quality, interactive, creative, innovative graphical 3D objects.</p> <p>This book begins with collecting coins in Super Mario, killing soldiers in Contra, and then quickly evolves to working out strategies in World of Warcraft. You will be guided through creating animated characters, image processing, and adding effects as part of the web page canvas to the 2D/3D graphics. Pour life into your gaming characters and learn how to create special effects seen in the most powerful 3D games. Each chapter begins by showing you the underlying mathematics and its programmatic implementation, ending with the creation of a complete game scene to build a wonderful virtual world.</p>
Table of Contents (17 chapters)
WebGL Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


This chapter was most likely our entry point to creating games using WebGL. It covered very basic but important concepts of game development. We started this chapter with architectural updates to apply textures in our objects in the scene. We then covered the primary concept of timing of animations in game development. The basic techniques of creating animations using interpolates will be useful in creating many complex animations. Although we implemented only linear and B-spline interpolations, the core concept of using interpolation techniques was covered.

The key concept we touched upon was how simple animations have become. We plan them in reference to one object and then apply a transformation with respect to the scene. In our examples, our reference object was the first-person camera. The interpolation points that we used were constant, but when we applied the camera matrix, we produced different trajectories for the same points. This is the most important concept that we need...