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Re:How to Move Doom Characters in WebGL in 50 lines of JS by darien on Friday May 04, 2012 @09:54AM (#3928339)
If you want something that will really blow your mind, check out the webgl demo of Cube 2: Sauerbraten (a Quake clone).

It's by far the most advanced WebGL FPS shooter I've seen so far - http://www.webgl.com/2012/05/webgl-game-cube-2-sauerbraten/

Re:How to Move Doom Characters in WebGL in 50 lines of JS by mike-cardwell on Friday May 04, 2012 @10:01AM (#3928369)
Mind blown. It's time to learn how to use WebGL.
Re:How to Move Doom Characters in WebGL in 50 lines of JS by verroq on Friday May 04, 2012 @10:36AM (#3928542)
Except it was written in C++ then converted to Javascript/WebGL.
Re:How to Move Doom Characters in WebGL in 50 lines of JS by untog on Friday May 04, 2012 @02:14PM (#3929610)
The mere fact that even that is possible is pretty mind-blowing.
Re:How to Move Doom Characters in WebGL in 50 lines of JS by fmstephe on Friday May 04, 2012 @10:32AM (#3928517)
Agreed.
Re:How to Move Doom Characters in WebGL in 50 lines of JS by jaredsohn on Friday May 04, 2012 @12:53PM (#3929273)
The math for calculating the mouse pointer position seems off, even in full screen mode.
Re:How to Move Doom Characters in WebGL in 50 lines of JS by azakai on Friday May 04, 2012 @05:05PM (#3930362)
I think the engine multiplies mouse movement by some factor, so the OS cursor diverges from the game cursor. But in fullscreen+mouselock mode it should work fine, not sure why not in that link, but here is a link to another wip port of the same game engine to JS/WebGL,

http://syntensity.com/static/bb/client.html

In fullscreen mode the mouse cursor works ok (at least in browsers that support mouselock).

Re:How to Move Doom Characters in WebGL in 50 lines of JS by laumars on Friday May 04, 2012 @10:38AM (#3928556)
Words cannot describe how epic that is