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).
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/