Skip to Content
Professional HTML5 Mobile Game Development
book

Professional HTML5 Mobile Game Development

by Pascal Rettig
September 2012
Intermediate to advanced
552 pages
14h 48m
English
Wrox
Content preview from Professional HTML5 Mobile Game Development

Going 3-D with WebGL

One of the biggest drawbacks to canvas-based gaming is that it’s stuck in two-dimensional flatland. Sure, you could build your own 3-D rendering and rasterization engine in JavaScript on top of 2-D canvas, but the performance would not be suitable.

Luckily there is help coming down the pipeline. WebGL, which is a web-based version of OpenGL ES, is a specification that enables hardware-accelerated 3-D in the browser. OpenGL ES, which is short for OpenGL for Embedded System, is the smaller, more power-consumption-friendly cousin of the desktop OpenGL standard that has powered various types of 3-D software (including games) for the past two decades.

OpenGL ES has been available via native APIs on iOS and Android and powers the 3-D games you see in the app stores. Exposing a JavaScript-based API via WebGL means that HTML5 apps can create detailed 3-D scenes and games in the browser without plug-ins. To access a WebGL canvas in a supported browser, you simply need to create a standard canvas element and then request a webgl context instead of the standard 2-D context.

NOTE WebGL is a standard proposed by the Khronos group, and you can find up-to-date details on the Khronos.org website: www.khronos.org/webgl/.

WebGL provides a low-level API for generating 3-D scenes, relying on shader programs written in a specialized shader language called WebGL Shader Language (GLSL) that is based on C. Unless you have experience writing GPU shaders, working with WebGL can ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.

Read now

Unlock full access

More than 5,000 organizations count on O’Reilly

AirBnbBlueOriginElectronic ArtsHomeDepotNasdaqRakutenTata Consultancy Services

QuotationMarkO’Reilly covers everything we've got, with content to help us build a world-class technology community, upgrade the capabilities and competencies of our teams, and improve overall team performance as well as their engagement.
Julian F.
Head of Cybersecurity
QuotationMarkI wanted to learn C and C++, but it didn't click for me until I picked up an O'Reilly book. When I went on the O’Reilly platform, I was astonished to find all the books there, plus live events and sandboxes so you could play around with the technology.
Addison B.
Field Engineer
QuotationMarkI’ve been on the O’Reilly platform for more than eight years. I use a couple of learning platforms, but I'm on O'Reilly more than anybody else. When you're there, you start learning. I'm never disappointed.
Amir M.
Data Platform Tech Lead
QuotationMarkI'm always learning. So when I got on to O'Reilly, I was like a kid in a candy store. There are playlists. There are answers. There's on-demand training. It's worth its weight in gold, in terms of what it allows me to do.
Mark W.
Embedded Software Engineer

You might also like

HTML5 Game Development Insights

HTML5 Game Development Insights

Colt McAnlis, Petter Lubbers, Brandon Jones, Duncan Tebbs, Andrzej Manzur, Sean Bennett, Florian d'Erfurth, Bruno Garcia, Shun Lin, Ivan Popelyshev, Jason Gauci, Jon Howard, Ian Ballantyne, Jesse Freeman, Takuo Kihira, Tyler Smith, Don Olmstead, John McCutchan, Chad Austin, Andres Pagella
HTML5 Games Most Wanted: Build the Best HTML5 Games

HTML5 Games Most Wanted: Build the Best HTML5 Games

Seb Lee-Delisle, Gaëtan Renaudeau, Jonathan Bergknoff, Egor Kuryanovich, Mathias Paumgarten, Russell Goldenberg, David Strauß, Rob Hawkes, Brian Danchilla, Jonas Wagner, Shy Shalom

Publisher Resources

ISBN: 9781118421444Purchase book