Comments on: Transcript: Brandon Jones’ WebGL talk at onGameStart http://tinysubversions.com/2011/09/transcript-brandon-jones-webgl-talk-at-ongamestart/ Wed, 10 Sep 2014 18:53:13 +0000 hourly 1 http://wordpress.org/?v=3.8.1 By: On game start « nestor alvaro http://tinysubversions.com/2011/09/transcript-brandon-jones-webgl-talk-at-ongamestart/comment-page-1/#comment-6560 Fri, 23 Sep 2011 23:43:33 +0000 http://tinysubversions.com/?p=2055#comment-6560 [...] came Brandon Jones. Who, believe it or not, showed a Quake 3 level renderer on the browser working seamlessly. Really good stuff. The only problem that he pointed is the [...]

]]>
By: onGameStart – day 2 : Smashinglabs http://tinysubversions.com/2011/09/transcript-brandon-jones-webgl-talk-at-ongamestart/comment-page-1/#comment-6559 Fri, 23 Sep 2011 23:17:27 +0000 http://tinysubversions.com/?p=2055#comment-6559 [...] @tinysubversions is a fast typer and he wrote a transcript of the presentation. [...]

]]>
By: Won http://tinysubversions.com/2011/09/transcript-brandon-jones-webgl-talk-at-ongamestart/comment-page-1/#comment-6558 Fri, 23 Sep 2011 23:07:50 +0000 http://tinysubversions.com/?p=2055#comment-6558 Agreed, Brandon’s demos are really sweet! Makes me wish WebGL had anisotropic filtering :)

Note that the WebGL loader stuff doesn’t use the ArrayBufferstuff at all; it is similar to the thing we used to make Google Body (http://goo.gl/body), which is like 1.5M triangles/model.

The ArrayBuffer stuff was implemented after Body. In an interesting coincidence, the folks who worked on GWTQuake really wanted it.

]]>
By: Darius Kazemi http://tinysubversions.com/2011/09/transcript-brandon-jones-webgl-talk-at-ongamestart/comment-page-1/#comment-6557 Fri, 23 Sep 2011 23:06:23 +0000 http://tinysubversions.com/?p=2055#comment-6557 Glad you liked it, Z. Brandon was super impressed with your Fieldrunners work :)

]]>
By: Darius Kazemi http://tinysubversions.com/2011/09/transcript-brandon-jones-webgl-talk-at-ongamestart/comment-page-1/#comment-6555 Fri, 23 Sep 2011 23:02:25 +0000 http://tinysubversions.com/?p=2055#comment-6555 Awesome, thanks!

]]>
By: Michael "Z" Goddard http://tinysubversions.com/2011/09/transcript-brandon-jones-webgl-talk-at-ongamestart/comment-page-1/#comment-6553 Fri, 23 Sep 2011 17:30:37 +0000 http://tinysubversions.com/?p=2055#comment-6553 These demos are so awesome. Hearing about and seeing this stuff makes me so excited to be working with these new technologies. I have seen code for using xhr’s arraybuffer response type for working with stuff like Chrome’s FileSystem api but I did not think about using it as a direct method to load content into WebGL.

I also stumbled upon a video of Brandon’s Rage demo:
http://www.youtube.com/watch?v=d0S2dsuSxHw

]]>
By: Won http://tinysubversions.com/2011/09/transcript-brandon-jones-webgl-talk-at-ongamestart/comment-page-1/#comment-6551 Fri, 23 Sep 2011 16:32:15 +0000 http://tinysubversions.com/?p=2055#comment-6551 The million-triangle demo he mentioned is here:

http://webgl-loader.googlecode.com/svn/trunk/samples/happy/happy.html

Part of:

http://code.google.com/p/webgl-loader/

Love the shoutout!

]]>
By: Lucas Rizoli http://tinysubversions.com/2011/09/transcript-brandon-jones-webgl-talk-at-ongamestart/comment-page-1/#comment-6550 Fri, 23 Sep 2011 14:47:57 +0000 http://tinysubversions.com/?p=2055#comment-6550 Thanks for putting this up.

“The real bottleneck is going to be getting the content to the player.” I wonder what major architectural changes this will mean when moving from, say, streaming and decompressing stuff off a disc and doing so over the web. I would suspect that when developing for systems without much memory (eg. no-HDD Xbox 360s) this is already a big challenge, neh?

]]>
By: Dariusz Siedlecki http://tinysubversions.com/2011/09/transcript-brandon-jones-webgl-talk-at-ongamestart/comment-page-1/#comment-6547 Fri, 23 Sep 2011 10:40:32 +0000 http://tinysubversions.com/?p=2055#comment-6547 I have to agree, the whole presentation was very interesting, and when we saw the demo of TF2, my mind was literally blown. As long as a good JS developer gets to develop something in WebGL, we can do literally everything what’s possible now on normal PCs.

Btw, nice name! ;)

]]>