UPDATE: This post was written for three.js revision 49. An updated post for newer revisions of three.js is here: Mouse-Picking Collada Models with three.js, Part II. Finding a Collada model that has been “clicked on” in a scene seems to be a common issue, and I’m getting quite some emails asking me about details. So
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Posts Tagged: WebGL
Optimizing the THREE.js Ray Casting Class
As I mentioned before, the THREE.js Ray class is not very optimized regarding memory usage. Of course, you should avoid expensive operations like ray casting, but it seems to be the cheapest way to detect if a given point is inside of a mesh. So you will eventually do a lot of ray casting in
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Ascent Update: Shooting at Things with three.js
One of the main missing things in Ascent is “Being able to shoot at things”. To solve this, the first question is “What to shoot?”. Ok, there are rockets. But what about the almost-unlimited-basic-weaponry? Many space games feature laser guns. But, lasers, if implemented they way they’d actually look like and work, are boring. Just
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Ascent update: Skybox
During the last month, I didn’t have much time to work on Ascent, mainly because of an awesome three week vacation in Italy. But there’s one tiny update I made that I find pretty important: moving from particles as scene “background” to a skybox.
Ascent – A WebGL Space Simulator Framework
Quite a while ago, I started RavenJS. It was awesome fun. Seeing it grow, and in the end, being able to walk the landscape, was an amazing experience. It triggered sweet memories from the past, and also showed what was possible today. But the whole project sadly has many downsides, the biggest being the fact
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