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 Q&A EnergizeGL,
Denny Koch
June 2010,
 

 

With WebGL we now can unleash the power of the graphics card on top of that. Unlike with Plugins like Flash or Silverlight you can use all the information on a website, like texts, images, videos, browser-, network and user information seamlessly.

<EnergizeGL polling Twitter and generating one rectangle for each message in the current Twitter timeline. The size, colors and rotating are representing the length of that message.

   
Q1 Please give a brief description of EnergizeGL
A1 EnergizeGL is a WebGL Framework. It does the basic OpenGL programming for you and provides you with easy to use commands, so you can start programming WebGL right away.
Most of the current WebGL Frameworks are obviously designed to build games, or are addressing to skilled programmers by using complex programming patterns like object orientation and scene graphs.
My goal with EnergizeGL is to make it as simple as possible for you to start programming your projects.
I'm an interface design student and therefore I'm interested in things like generative design, social networks, information visualization and the new ways website interfaces can be designed with WebGL.
EnergizeGL is not only a Framework I develop, but will be my daily used tool, too.
   
Q2 There are a lot of experiments conducted on webGL. What make webGL so interesting although it is not finished yet?
A2 In my opinion WebGL (in combination other HTML5 features) is a big step in the history of the Web. At first there are the technical advantages. You need no Plugin to run WebGL and it is open source, so it will be developed by a wide range of people.
WebGL is based on OpenGL, an industry standard that is far behind its early days, therefore running stable and there is a lot of software available that could be ported to WebGL. More explicit WebGL is based on OpenGL ES which is the OpenGL version running on modern Cell-/Smartphones, so viewing 3D websites on your Phone should be possible, too.
This is all about the technique. Whats really catching my attention is how WebGL extends the way we can think about Web Interfaces and 3D content either way. Javascript has become very performant and with great tools like JQuery it is so easy to build more interesting, useful and responsive web interfaces.
With WebGL we now can unleash the power of the graphics card on top of that. Unlike with Plugins like Flash or Silverlight you can use all the information on a website, like texts, images, videos, browser-, network and user information seamlessly. Session handling, multi tabbing, listening on user input and server requests are tasks your browser natively performs and is really good at. Local storage, WebSockets, HTML5 Audio and -Video are going make the difference between websites with some media content included, and webapplications, with every needed technique just seamlessly working together.
Instead of building basic functionalities from scratch, a browser environment allows you to focus completely on the quality of your program and to spend more time thinking about your users!
This is the real thrill for me, when it comes to WebGL (and HTML5).
   
Q3 Actually it's complex to enable webGL in a browsers. Is there a risk that users find webGL to complicate?
A3 Yes! I already got a customers asking for native 3D content, but in my opinion, selling a WebGL site at this moment would be unprofessional.
The current WebGL implementation is great for testing ideas and developing the basic techniques but far away from being ready for commercial use.
   
Q4 What is the current workflow to publish a 3D scene using EnergizeGL? Is it possible to import 3d models from a DCC app?
A4 EnergizeGL is rewritten at the moment, so there will be huge changes in this process (it's being simplified), but at the moment you need to:
- Download it
- Unpack it to a folder
- Include all JS Files in that folder into a HTML file
- Put a canvas tag into your DOM
- Write your EnergizeGL Program
Currently, it is possible to import Wavefront OBJ files and i hope i can release COLLADA support with the rewritten version.
   
Q5 Why does EnergizGL give different visual results with chromium and firefox?
A5 While i was writing the first versions of EnergizeGL, i learned a lot about WebGL, OpenGL, Shader and even Javascript. Thats why i published it as an alpha version.
I drew less attention on compatibility, but that will change from now on. The first lines of code of the new version have been written and it runs in all three browser (WebKit, Chrome, Minefield) and is producing the same visual results!
   
Q6  What are you plans with EnergizeGL?
A6 As mentioned before i am rewriting the hole framework at the moment, to implement a lot of features and techniques i came up with, during my first experiments. A browser provides every kind of tools and HTML combined with EnergizeGL will enable you to design interfaces and interactive programs faster and easier than ever before.
I hope the way I design EnergizeGL shows my ideas about the future web and helps a lot of people to realize their projects!
   
   
 
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