Showing posts from January, 2016

WebGL/VR on Worker thread

WebGL on main thread As before. Developing a WebGL application, the only approach is put all the stuff at the main thread. But it would definitely bring some limitations for the performance. As the above picture shows, in a 3D game, it might need to do lots of stuff in a update frame. For example, updating the transformation of 3D objects, visibility culling, AI, network, and physics, etc. Then, we finally can hand over it to the render process for executing WebGL functions. If we expect it could done all things in the V-Sync time (16 ms), it would be a challenge for developers. Therefore, people look forward if there is another way to share the performance bottleneck to other threads. WebGL on worker thread is happened under this situation. But, please don't consider anything put into WebWorker would resolve your problems totally. It will bring us some new challenge as well. Following, I would like to tell you how to use WebGL on worker to increase the performance and giv

Introduction to A-Frame

A-Frame is a WebVR framework for developers to make their VR content rapidly. It is based on Entity-Component system. So, it could bring us flexibility and usability for developing. This is my slide for the sharing in WebGL Meetup Taipei #03. Introduction to A-Frame from Daosheng Mu