NEWS         TESTS         INTERVIEWS         DOSSIERS         GALLERY 3D         3D SITES
 Q&A

GLGE
Paul Brunt

January 2010

 

GLGE is a higher level api using webgl, with a declarative xml format to remove the chore of creating 3D scenes via javascript alone. It also hides all of the GLSL shaders from the developer by implementing common use shaders within the api, various lighting types, normal maps, shadows, fog, etc. This frees the developers up to create actual content, games and applications with webgl.

   
Q1

Please give a brief description of GLGE

A1

GLGE is a higher level api using webgl, with a declarative xml format to remove the chore of creating 3D scenes via javascript alone. It also hides all of the GLSL shaders from the developer by implementing common use shaders within the api, various lighting types, normal maps, shadows, fog, etc. This frees the developers up to create actual content, games and applications with webgl.

   
Q2 Why working on a WebGL, as webGL is still in a working draft status?
A2

Why wait?! The sooner people start using webgl the sooner we get better support and additional features. Although it's only a working draft, it's based on es2 so it is unlikely there will be any big changes that would mean complete rewrites, just occasional tweaks as the finer details are worked out.

   
Q3 Do you think that WebGL is more interessant than "plugin 3D technologies" such as O3D, VRML, Unity3D?
A3

I think they are on par and there's more than enough room for both plugin technologies and open standards. In fact I think they compliment each other really well. The plugin developers can explore many avenues of innovation without the burden of standardization. Thereby, allowing them to find out what does and doesn't work; ultimately resulting in a standard free of all the mistakes made by the plugin technologies.

   
Q4 WebGL is ready to run on Firefox and WebKit browsers. Are those implementations similar, compatible, and optimized?
A4

There are still quite a few differences but that is to be expected at this stage, but there are certainly no show stoppers when it comes to developing for them right now. They both seem to be improving their support all the time and I think by the time the final spec is released they will both have near full support and judging from the latest alpha from opera they won't be too far behind either. I would say that webkit probably just has the edge at the moment as far as optimization is concerned, but I dare say the competition to be the fastest and best will mean there are still some big speed boosts to come.

   
Q5 About GLGE, what is goal?
A5

The initial purpose for GLGE was to create a 2.5d platform game. At the time there was only one library that may have served as a basis, C3DL, but it didn't offer the features required.
As time went on more and more features were added and the library rapidly outgrew its original purpose and became a more general framework. The primary goal of GLGE today is still game development but with more recent additions such as picking there is no reason why it couldn't be used for more general application development as well; perhaps more so given the current lack of 3D physics in javascript.

   
Q6 GLGE brings new capabilities for WebGL : shadows, bones... Do you think that it is possible to build a "real engine" with physic, sound, HUD,... ?
A6 There are a few shortcomings with sound and physics at the moment, but I'm sure they will be overcome and it will be possible. It would certainly be no match for current generation desktop engines but having the power of the web behind it can add benefits you don't see in desktop engines. You have the ability to easily add links between games, intergration with various other services online (twitter,facebook, flickr), and I'm sure there are even more possibilities that haven't even been thought of yet.
   
Q7 Is it possible to import 3D scenes (from a DCC software) with GLGE?
A7 I've still got very little experience in DCC sofware generally, I'm only an amateur when it comes to such applications and can't really afford to be spending masses of money. So, my experience is confined to blender. There is some limited support for exporting animation and meshes from blender at the moment and more complete support is coming; but with the changes taking place with blender 2.5 I'm holding back on a more advanced export until 2.5 is more complete. As for other software, I hope at some point to add some sort of support for collada which should (fingers crossed) allow for export from many more sources.
   
A8   Actually the demo on your website run at 60 fps on our machine (quad core + 8600 GT), it seems to be relatively slow. Do you think that webGL could run in the future video games inside the browser?
Q8 The demo itself is frame limited to 60fps to try and conserve CPU usage. However, even with the limit off you would struggle to get much more then 60fps at the moment. But, you have to remember there is no optimization and the webgl implementations are still very young so I would expect that it will be capable of much more in the not too distant future. I think you will get a mixture of both desktop and browser games in future. Browser games being ideal for mobile devices and will easily transfer to desktop browsers; but, for the foreseeable future they will lack the features required for cutting edge 3D games.
   
A9 Javascript is more and more popular for 3D dev, but can it be enough fast for interactive 3D contents?
Q9 It's certainly fast enough for interactive content in some form. Although, I think the question should be on what it will be capable of given that its speed is still increasing at a blinding rate. Combine that with the rate at which the web is developing I think we could see some very innovative content that hasn't been seen on the desktop. Remember, sometimes less is more; who'd have thought limiting blog posts to 140 characters would be so well received.
   
A10 What is the next milestone for GLGE?
Q10 Well, currently features are coming thick and fast; I'm trying to add at least one significant feature per week but that should slow up within the next 3-4 weeks as work begins on adding some physics. So, in answer to your question I think the next significant milestone for GLGE will be the addition of some sort of physics although I don't know at this point what form that will take and what is going to be doable in javascript.
   
   
 
  Search on 3d-test with Google
      A PROPOS DE 3D-TEST            INFORMATIONS LEGALES               LINKS              TRANSLATE WITH GOOGLE
 
© 2001-2007 3d-test, Panorama of web 3D technologies, 3d-test is edited by Westimages Realtime 3D Solution Provider