WebGL Terrain Flyover Demo(zephyrosanemos.com) |
WebGL Terrain Flyover Demo(zephyrosanemos.com) |
edit: 60.1 FPS at 2560x1440 on my desktop (KDE/KWin/Chrome Dev)
Would love to try with touch control enabled. Great work.
Me too! But then I re-establish contact with the reality of my actual abilities and create a button which, when pressed, prints "Hello, world!" to an alert window.
>The terrain is procedural, generated offline by a Delphi program (Delphi is a modern version of Pascal).
Nowadays I very rarely see new projects use Object Pascal or Delphi. This is somewhat disappointing since I think it really is a fine language that could be a viable alternative to C++ and Java due to its combination of high performance and clean syntax [1]. But then again, C# is very popular and it is pretty much the new Delphi.
Does anyone here use Object Pascal in their current projects?
[1] At least in theory. I'm not necessarily talking about the particulars of the Borland/CodeGear/Embarcadero implementation since Anders Hejlsberg left for Microsoft, which were not always perfect.
http://www.anadelta.com/index-en.php?s=exported
You may recognize the sky :)
So why not just use C? There were good reasons. In 1992 C/C++ compilers on the PC were slow -- pre-compiled headers were still mysterious -- and Delphi's handwritten compiler and integrated linker made the edit/compile/run cycle very very fast. It made small, fast, completely stand-alone (no MSVCRT.DLL or anything) binaries -- a feature which still supposedly makes it popular with malware authors.
The UI builder was excellent and perfect for knocking off one-off tools like the terrain generator described above. As long as you stuck to Windows, of course.
I don't know if I would necessarily go back though. While I sometimes miss some of Pascal's features like ranged types and sets (and bounds checking on arrays) the performance advantages of the specific Borland implementation have become less important, and there are other contenders that cover a bigger problem space than the delta between Pascal and C.
BTW, here's where Google Trends says Delphi is popular nowadays: http://www.google.com/trends/explore#q=delphi&cmpt=q
On the other hand, the object system has some nice features. I miss AfterConstruction and BeforeDestruction in other languages, and I like virtual constructors.
http://blogs.fsfe.org/thomaslocke/2013/02/10/using-the-ada-w...
It's as though you spent a month painstakingly mixing 64 channels of crystal clear audio, but, right at the end, threw your hands up and clipped the final mix into oblivion.
Q: OK, why not put them a bit lower than that, with some variety between peaks?
A: I already have. If you take a closer look, you will notice that there is another layer of flat surfaces, lower than the top.
Q: I'm not convinced. Why only two layers of 'flatness', one at the top, another a bit lower?
A: In the end, it's all about the dynamic range that you have to work with. When using a single byte, there are only 255 distinct height values. The key point is to understand that these values must not differ by much (i.e. they cannot be scaled by large values), since this will affect the appearance of the rest of the terrain (think very, very sharp, unnatural triangles everywhere). On the other hand, the scale factor must be large enough to allow for distinct terrain 'features', avoiding the appearance of a deflated terrain. Two layers of flatness, safely away from each other, was the best compromise.
Q: I'm still not convinced. Just vary the top layer by a small amount between peaks.
A: Using a small value wouldn't make much of a difference. If the amount was large enough, the distinction between the two 'flatness' layers would be lost and the terrain would lose that specific character that it currently has.
Going to two bytes per elevation (and thus be able to use a small scale factor) would allow me to keep the style intact (of some specific geological procedure that has formed the terrain), while varying the peaks and keep the rest of the terrain smooth.
I hope this made some sense. However you're right, it is noticeable! I just didn't think it detracts that much from the overall feel, while it still has advantages, so I went with it.
For example, I was working on creating a WebGL setup for playing around with the Oculus Rift and used three.js to create http://sxp.me/rift/. It's mostly three.js code, but I added a custom camera object which handles the offscreen rendering and distortion required for the Rift. It was much faster and easier than starting from scratch which was what I originally did before giving up.
1. As the demo stands, it doesn't really need a 3D engine. Including one (any one) wouldn't help with anything, except for maybe skipping some (miniscule) setup code. Surprising, but true. Things definitely change as soon as you wish to render a flying ship though.
2. Learning has been the main reason for this demo. There's no better way to learn than to take apart or build something from scratch. In fact, I've built a 3D engine as well during this time (not used in this demo at all), along with a 3D model viewer and an application I hope to turn into a start-up some day. If I've been developing a 3D game (for example), with the express purpose of releasing it as soon as possible, I'd certainly use Three.js!
And last but not least:
3. When I decided to get into web development, about one and a half years ago, I didn't know about Three.js! :) (I found out quite soon though)
I'm still waiting for someone to make a fully fledged game in WebGL because I can totally see it happening.
Very impressive!
A motocross would be slightly more difficult :)
Motocross suggestion seconded :)
The result is used for modulating the intensity of both the lens flares layer and the glare layer.
Nice article!
also, it would be awesome if you're able to implement highdpi mode http://www.khronos.org/webgl/wiki/HandlingHighDPI
wait, what? Lens flare is not common in photography.
The scaling in frame rate has to do with the amount of terrain patches that have to be displayed. You can see the same scaling by changing the frustum viewing angle (i.e. without resizing the browser window).
Thank you! :)
Don't get me wrong, that's pretty awesome in itself, I've done things like that myself. But I'd like to suggest (or perhaps inquire) why you wouldn't just overlay some html?
For learning, you can try game development sites, graphics programming books, online Geomipmapping tutorials (for terrain stuff), forum discussions when facing problems... However, the most important thing is general programming experience, I guess.
I remember though that Learning WebGL (http://learningwebgl.com/blog/) was very useful when I began learning things specifically for the web!
I can relate to your story of building the UI framework yourself. That's kinda what I ended up doing myself too, and I've learned a lot of fundamentals through that approach.
Is there a reason you decided to implement a WebGL UI, instead of using HTML for the user interface elements?
Is native browser compositing too slow with multiple HTML elements on top of the WebGL canvas?
Thanks for the kind words!
Can't say for sure, because I didn't make it all in one go. The first time I opened the browser with the intent of developing for the web was a year and a half ago. During that time, I've built some other things as well (a 3D graphics engine, a CAD-like 3D model viewer to test the engine with and an application I'd like to turn into a start-up someday :)).
If I had to guess, I'd say that the terrain took me 3 to 4 months, the GUI a bit more than that, plus two more for really polishing the demo. Hard to say though, since everything was done in parallel, with even a few dead periods in-between.
[Edit:] And I see up to 13 fps if I fly away from the sun, the author seems to be right when he writes "Calculating sun visibility the geometric way (by casting rays through the terrain and the clouds) can be expensive if not done carefully."
$ uname -a Linux XX 3.5.0-17-generic #28-Ubuntu SMP Tue Oct 9 19:31:23 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux
Doing the lighting and shadow generation in real-time (during tile initialization) is a very interesting problem! The great advantage is the bandwidth reduction and the ability to move the sun of course. A Web Worker can (probably should) be used for that purpose. The problem is that in order to correctly light a tile, you need access to its adjacent tiles as well (since peaks near the border on their side may be casting shadows on our tile).
All in all, very interesting and certainly doable!
Joking aside, it didn't start as a fully-fledged UI. Some scrolling text strings to show a message log first, the ability to move them out of the way later, then implementing a proper window container for them, then introducing the concept of a 'widget', then getting really excited and thinking about a layout system to be able to present multiple widgets per window... that's the way it usually goes :) The GUI turned out a lot more demanding than the terrain engine itself, both in development time as well as rendering load.
In the end, it's all about learning!
I also tried it on my 'mac' desktop with is an i7 920 @ 4.1Ghz with a nvidia 660Ti running OSX, also using chrome and with all windows open it only does ~40-45fps but pegs at 60fps again with them closed.
Resolution probably makes a big difference also, on both machines I have the chrome window 'maximized' but the desktop has 1920 x 1200 monitors vs the air's 1440 x 900 screen. I'm not sure how webgl handles retina resolutions, it's also possible the nvidia gpu isn't kicking in for some reason, assuming your on the 15" rmbp.
edit: Ok, I figured it out, it's because I used an external 1920*y display, if I resize the window it gets faster.
Yeah. Personally, lens flare drives me nuts. It's like instagram - you can show me a perfect picture, but instead you're applying a can't-see-shit filter.
If you frame it that way, I think B is more believable, because it accounts for the television/monitor, the controller, and the general fact that the player doesn't experience any of the physical repercussions of his/her actions. If B was what was really happening, then of course there would be camera effects, and of course I would need a monitor to view the actions from the camera, and of course I would need a controller. If A was really happening, then why would I need any of those things? So A is a bigger jump to immersion.
Lens flare in photography and videography tends to be seen as a defect and something to be avoided. That's why lenses have use expensive chemistry for anti-reflective coatings.
When lens flare is used it should be a conscious choice.
Lens flare tends to be reserved for scenes in space. And most of these scenes are not real, but created in a computer, and the flare is added to create "realness". Well, that's fine. Sometimes it works, sometimes it's mocked. ('NEEDS MOAR LENS FLARE' has some useful web search results.)
But, for games, I tend to like lens flare, and it tends to help immersion. (If used carefully.) I have no idea why. It's probably a good idea to allow users to turn it on or off.
If someone is going to start to nitpick about the unreality of B versus A, then they ought to also address the lack of a dynamic focus and changine depth of field that our visual system handles so automatically that we are unaware that it is even happening and that CG doesn't do this.
The Source engine does a great job with this, but it can really get in the way of gameplay.Bad "bloom" can really hurt your ability to aim at something when emerging from a dark corridor into bright daylight; depending on the game, this may be a feature--but is generally unfun.
... and then there's Go's screwed up version of Pascal-style declaration syntax...
[a link to my earlier rant on this subject: http://news.ycombinator.com/item?id=4520104 (TL;DR: Go: "var foo, bar int"; Pascal: "var foo, bar : int"; the colon vastly improves readability, and has no real drawback)]
We have gofmt for that :)
> We have gofmt for that :)
Er, what? gofmt doesn't improve the readability of declarations at all... [there's really not much it can do]
var (
i, j int
foobarStuff string
bebop bool
)
What's not readable?Simply following standard practice (over decades), and including a colon, on the other hand, would have made all declarations more readable, and be more familiar, for no real cost.
Really, some of Go's syntax decisions are completely baffling...
[Sure there are lots of crazy computer languages around, but these guys really should have known better—and anything they do is much more likely to have an impact than most random languages, so it'd be nice if they could take a bit more care...]