Domain: nihilogic.dk
Stories and comments across the archive that link to nihilogic.dk.
Comments · 14
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How is that new!?
Just Google it, there are various years old implementations! http://blog.nihilogic.dk/2008/10/23-pretty-javascript-fractals.html
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Re:Answer: No. Unless you only mean video.
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Re:Dots?
A more complete version with sound and real gameplay is here:
http://www.nihilogic.dk/labs/wolf/ -
And next...
How long until we have a 3D compositing window manager for our in-browser desktops?
(Nearly 20 years of hardware and software improvements, and the pinnacle of our achievements is exactly what we started with, but slower. With all the effort that's gone into making javascript fast, wouldn't it have been easier to make downloading random binaries from the internet safe?)
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Re:No Flash
That? That's easy.
http://lbi.lostboys.nl/blog/artikelen/canvas-in-full-3d/
http://www.nihilogic.dk/labs/wolf/
http://www.nihilogic.dk/labs/canvas3dtexture_0.2/
http://blog.nihilogic.dk/2008/06/3d-javascript-chess-mouse-support.html
http://www.kaarellumi.com/asylum/html/dyn10.htm
http://acko.net/files/projective/index.html
http://wiioperasdk.com/I have seen 3D experiments that do environment mapping like you showed, but I'm afraid I don't have them handy. Of course, I doubt either Papervision 3D or a Javascript 3D engine would work very well on the iPhone. If the Canvas3D spec gets finalized, then we might end up with direct access to the 3D hardware which *would* make it possible to run 3D on such devices. (I've been asking for that on the Wii for some time. Especially since the fill rate in the browser is awful.)
Don't let my little game fool you. I'm limited to the technical capabilities of a much less powerful machine than your average desktop. (i.e. The Nintendo Wii) Since I couldn't push as many pixels on that platform, I threw in a few cinematic effects to add some pizazz. I can and have made that game run so fast on the desktop so as to be unplayable. Thus what you see is intentional limiting to keep a game at a reasonable speed. Browsers are capable of a LOT more these days.
It's not so much about what you CAN do in Javascript/DHTML, but how much you have to invest to make certain things a reality. I've been coding in Flex for the last year and I cannot imagine how much work I'd have to go through to reproduce some of the applications I've built in Javascript/DHTML, much less to have it work consistently on a variety of operating systems.
It's really not that hard once you get the hang of it. The big difference I think is that it's not a very mature market yet. But it is growing and FAST. I give it a year, maybe two before JS applications start displacing Flash.
Check these out:
http://blog.nihilogic.dk/2009/01/2008-year-of-awesome-javascript.html
http://www.pixastic.com/
http://ejohn.org/blog/processingjs/
http://jstween.blogspot.com/ -
Re:No Flash
That? That's easy.
http://lbi.lostboys.nl/blog/artikelen/canvas-in-full-3d/
http://www.nihilogic.dk/labs/wolf/
http://www.nihilogic.dk/labs/canvas3dtexture_0.2/
http://blog.nihilogic.dk/2008/06/3d-javascript-chess-mouse-support.html
http://www.kaarellumi.com/asylum/html/dyn10.htm
http://acko.net/files/projective/index.html
http://wiioperasdk.com/I have seen 3D experiments that do environment mapping like you showed, but I'm afraid I don't have them handy. Of course, I doubt either Papervision 3D or a Javascript 3D engine would work very well on the iPhone. If the Canvas3D spec gets finalized, then we might end up with direct access to the 3D hardware which *would* make it possible to run 3D on such devices. (I've been asking for that on the Wii for some time. Especially since the fill rate in the browser is awful.)
Don't let my little game fool you. I'm limited to the technical capabilities of a much less powerful machine than your average desktop. (i.e. The Nintendo Wii) Since I couldn't push as many pixels on that platform, I threw in a few cinematic effects to add some pizazz. I can and have made that game run so fast on the desktop so as to be unplayable. Thus what you see is intentional limiting to keep a game at a reasonable speed. Browsers are capable of a LOT more these days.
It's not so much about what you CAN do in Javascript/DHTML, but how much you have to invest to make certain things a reality. I've been coding in Flex for the last year and I cannot imagine how much work I'd have to go through to reproduce some of the applications I've built in Javascript/DHTML, much less to have it work consistently on a variety of operating systems.
It's really not that hard once you get the hang of it. The big difference I think is that it's not a very mature market yet. But it is growing and FAST. I give it a year, maybe two before JS applications start displacing Flash.
Check these out:
http://blog.nihilogic.dk/2009/01/2008-year-of-awesome-javascript.html
http://www.pixastic.com/
http://ejohn.org/blog/processingjs/
http://jstween.blogspot.com/ -
Re:No Flash
That? That's easy.
http://lbi.lostboys.nl/blog/artikelen/canvas-in-full-3d/
http://www.nihilogic.dk/labs/wolf/
http://www.nihilogic.dk/labs/canvas3dtexture_0.2/
http://blog.nihilogic.dk/2008/06/3d-javascript-chess-mouse-support.html
http://www.kaarellumi.com/asylum/html/dyn10.htm
http://acko.net/files/projective/index.html
http://wiioperasdk.com/I have seen 3D experiments that do environment mapping like you showed, but I'm afraid I don't have them handy. Of course, I doubt either Papervision 3D or a Javascript 3D engine would work very well on the iPhone. If the Canvas3D spec gets finalized, then we might end up with direct access to the 3D hardware which *would* make it possible to run 3D on such devices. (I've been asking for that on the Wii for some time. Especially since the fill rate in the browser is awful.)
Don't let my little game fool you. I'm limited to the technical capabilities of a much less powerful machine than your average desktop. (i.e. The Nintendo Wii) Since I couldn't push as many pixels on that platform, I threw in a few cinematic effects to add some pizazz. I can and have made that game run so fast on the desktop so as to be unplayable. Thus what you see is intentional limiting to keep a game at a reasonable speed. Browsers are capable of a LOT more these days.
It's not so much about what you CAN do in Javascript/DHTML, but how much you have to invest to make certain things a reality. I've been coding in Flex for the last year and I cannot imagine how much work I'd have to go through to reproduce some of the applications I've built in Javascript/DHTML, much less to have it work consistently on a variety of operating systems.
It's really not that hard once you get the hang of it. The big difference I think is that it's not a very mature market yet. But it is growing and FAST. I give it a year, maybe two before JS applications start displacing Flash.
Check these out:
http://blog.nihilogic.dk/2009/01/2008-year-of-awesome-javascript.html
http://www.pixastic.com/
http://ejohn.org/blog/processingjs/
http://jstween.blogspot.com/ -
Re:No Flash
That? That's easy.
http://lbi.lostboys.nl/blog/artikelen/canvas-in-full-3d/
http://www.nihilogic.dk/labs/wolf/
http://www.nihilogic.dk/labs/canvas3dtexture_0.2/
http://blog.nihilogic.dk/2008/06/3d-javascript-chess-mouse-support.html
http://www.kaarellumi.com/asylum/html/dyn10.htm
http://acko.net/files/projective/index.html
http://wiioperasdk.com/I have seen 3D experiments that do environment mapping like you showed, but I'm afraid I don't have them handy. Of course, I doubt either Papervision 3D or a Javascript 3D engine would work very well on the iPhone. If the Canvas3D spec gets finalized, then we might end up with direct access to the 3D hardware which *would* make it possible to run 3D on such devices. (I've been asking for that on the Wii for some time. Especially since the fill rate in the browser is awful.)
Don't let my little game fool you. I'm limited to the technical capabilities of a much less powerful machine than your average desktop. (i.e. The Nintendo Wii) Since I couldn't push as many pixels on that platform, I threw in a few cinematic effects to add some pizazz. I can and have made that game run so fast on the desktop so as to be unplayable. Thus what you see is intentional limiting to keep a game at a reasonable speed. Browsers are capable of a LOT more these days.
It's not so much about what you CAN do in Javascript/DHTML, but how much you have to invest to make certain things a reality. I've been coding in Flex for the last year and I cannot imagine how much work I'd have to go through to reproduce some of the applications I've built in Javascript/DHTML, much less to have it work consistently on a variety of operating systems.
It's really not that hard once you get the hang of it. The big difference I think is that it's not a very mature market yet. But it is growing and FAST. I give it a year, maybe two before JS applications start displacing Flash.
Check these out:
http://blog.nihilogic.dk/2009/01/2008-year-of-awesome-javascript.html
http://www.pixastic.com/
http://ejohn.org/blog/processingjs/
http://jstween.blogspot.com/ -
Some JavaScript games
Super Mario, Mario Kart, WolfenFlickr 3D, 3D Chess: http://www.nihilogic.dk/labs/javascript-games/
Spacius: http://scriptnode.com/lab/spacius/
Space Invaders: http://www.rebelideas.co.uk/games/invamars/ -
Re:64 bit Java?
Why not play Wolfenstein 3D instead? (JavaScript) http://www.nihilogic.dk/labs/wolf/
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Re:java != javascript
Not exactly breathtaking. Tetris hasn't been cool since the original game boy. Why not interact with an Italian plumber instead?
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Re:64 bit Java?
And while we're on browser based games with Java in the name....
There's also this JavaScript version of Wolfenstein! not quite the same on either front, but hey the first part of the name is the same right?
http://www.nihilogic.dk/labs/wolf/ -
Re:doesn't sound too secure yet
A blur filter implemented in JavaScript is unusably slow.
Yes, JavaScript engines are getting better. But they started so slow they were useless for anything beyond trivial control logic, so that's hardly a ringing endorsement. Even if JavaScript were to somehow achieve native speeds, its memory footprint would be awful compared to C++, which is a large part of the reason Java sucks for desktop work.
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Re:No scripting language is going to solve
Don't forget Wolfenstein 3D (or, if you prefer, the 5k version)...