Prototyping using WebGL: Vegetation and Shadows

Vegetation

Shadow Map

Recently, I tend to prototype new 3D features in JavaScript / WebGL, because it is quite fast to do this. No compilation times, just hitting F5 and see what works. For the just released 5.6 version of my game engine , I did just that. (Prototyping this in WebGL, of course also has a second advantage: The game engine can spit out WebGL code, which of course based on these prototypes)(click onto 'comments' to continue reading)I implemented built-in shaders for automatically moving stuff by the wind (use mouse and keyboard to move camera):In the editor, this feature is just a checkbox to activate. You can adjust the wind parameters in the scene root and even animate imported models with that, if you like.I also quickly tested shadow map support for the WebGL backend. It still has bugs, looks ugly, and is unfinished, but it is a beginning:I will likely have to modernize the full rendering pipeline to make this useful and look nice. That feature didn't make it into the 5.6 release, but it will hopefully in a future update.

five comments, already:

Hope to see awesome shadows in next updates :)

Love your blog, Niko!

rolevix (Vitaliy) - 17 02 17 - 13:00

Looking nice! Any plans to add this to Mac target? I have some trees that could use some “enhancing”

Tim - 20 02 17 - 14:34

Yes, but a bit later, this planned for the part where I’m going to unify all the render paths.

niko - 21 02 17 - 09:54

Nice, waiting for a long time…

bob - 24 02 17 - 12:23