Webgl, HTML5 and How the Mobile Web Was
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Travail De Bachelor 2018 Outil De Sensibilisation Ludique
Travail de Bachelor 2018 Outil de sensibilisation ludique Serious game – AcquOie Game Etudiant-e : Taylan Caloz-Üregen Professeur : David Wannier HES-SO Valais-Wallis • rue de la Plaine 2 • 3960 Sierre +41 27 606 89 11 • [email protected] • www.hevs.ch Source de l’iMage d’illustration en page de tire : Donnée personnelle Résumé Ce docuMent traite des serious games, ou jeux sérieux en français. Nous commencerons par définir ce type de jeux qui Mélange pour la plupart l’aspect ludique des jeux vidéo et un côté pédagogique. Nous nous intéresserons aux réels objectifs d’un serious game afin de savoir si le développeMent et la conception d’une telle application sont pertinents. Ensuite, nous nous attarderons sur l’analyse des différents besoins nécessaires à l’élaboration de ce type de jeux. Nous définirons les besoins de notre client, ressortis lors de notre entretien, que nous veillerons à satisfaire avec le développeMent de notre application. Nous établirons un état de l’art afin de faire ressortir les éléMents intéressants qui ont déjà été conçus dans le Milieu des jeux sérieux : le développeMent durable et l’eau en particulier. Nous nous pencherons enfin sur les différentes plateforMes et technologies sur lesquelles nous pouvons concevoir ce type de jeu. Une fois la plateforMe choisie, nous analyserons les différentes technologies perMettant de concevoir au Mieux un serious game. Nous étudierons différentes librairies JavaScript, ainsi que des Moteurs de jeu transpilé (développé selon un langage, puis traduit et coMpilé en JavaScript). Puis nous passerons à la partie conception de notre jeu sérieux. Nous dresserons une liste des Métiers du jeu vidéo, et nous développerons dans le détail les différentes étapes de sa conception : scénario, graphisMe, architecture de notre projet, les Modes de jeux et les différentes Manières de sauvegarder les données du jeu. -
The Web. Webgl, Webvr and Gltf GDC, February 2017
Reaching the Largest Gaming Platform of All: The Web. WebGL, WebVR and glTF GDC, February 2017 Neil Trevett Vice President Developer Ecosystem, NVIDIA | President, Khronos | glTF Chair [email protected] | @neilt3d © Copyright Khronos Group 2017 - Page 1 Khronos News Here at GDC 2017 • WebGL™ 2.0 Specification Finalized and Shipping - https://www.khronos.org/blog/webgl-2.0-arrives • Developer preview on glTF™ 2.0 - https://www.khronos.org/blog/call-for-feedback-on-gltf-2.0 • Announcing OpenXR™ for Portable Virtual Reality - https://www.khronos.org/blog/the-openxr-working-group-is-here • Call for Participation in the 3D Portability Exploratory Group - A native API for rendering code that can run efficiently over Vulkan, DX12 and Metal khronos.org/3dportability • Adoption Grows for Vulkan®; New Features Released - Details here © Copyright Khronos Group 2017 - Page 2 OpenXR – Portable Virtual Reality © Copyright Khronos Group 2017 - Page 3 OpenXR Details OpenXR Working Group Members Design work has started in December Estimate 12-18 months to release WebVR would use WebGL and OpenXR © Copyright Khronos Group 2017 - Page 4 3D Portability API – Call For Participation ‘WebGL Next’ - Lifts ‘Portability API’ to A Portability Solution JavaScript and WebAssembly needs to address APIs and - Provides foundational graphics shading languages and GPU compute for the Web ‘Portability Solution’ Portability API Spec + Shading Language open source tools API MIR MSL Overlap ‘Portability API’ DX IL Specification Analysis HLSL GLSL Open source compilers/translators for shading and intermediate languages © Copyright Khronos Group 2017 - Page 5 Speakers and Topics for This Session Google WebGL 2.0 Zhenyao Mo, Kai Ninomiya, Ken Russell Three.js Three.js Ricardo Cabello (Mr.doob) Google WebVR Brandon Jones NVIDIA - Neil Trevett glTF Microsoft - Saurabh Bhatia All Q&A © Copyright Khronos Group 2017 - Page 6 WebGL 2.0 Zhenyao Mo, Kai Ninomiya, Ken Russell Google, Inc. -
Document Object Model
Document Object Model CITS3403: Agile Web Development Semester 1, 2021 Introduction • We’ve seen JavaScript core – provides a general scripting language – but why is it so useful for the web? • Client-side JavaScript adds collection of objects, methods and properties that allow scripts to interact with HTML documents dynamic documents client-side programming • This is done by bindings to the Document Object Model (DOM) – “The Document Object Model is a platform- and language-neutral interface that will allow programs and scripts to dynamically access and update the content, structure and style of documents.” – “The document can be further processed and the results of that processing can be incorporated back into the presented page.” • DOM specifications describe an abstract model of a document – API between HTML document and program – Interfaces describe methods and properties – Different languages will bind the interfaces to specific implementations – Data are represented as properties and operations as methods • https://www.w3schools.com/js/js_htmldom.asp The DOM Tree • DOM API describes a tree structure – reflects the hierarchy in the XTML document – example... <html xmlns = "http://www.w3.org/1999/xhtml"> <head> <title> A simple document </title> </head> <body> <table> <tr> <th>Breakfast</th> <td>0</td> <td>1</td> </tr> <tr> <th>Lunch</th> <td>1</td> <td>0</td> </tr> </table> </body> </html> Execution Environment • The DOM tree also includes nodes for the execution environment in a browser • Window object represents the window displaying a document – All properties are visible to all scripts – Global variables are properties of the Window object • Document object represents the HTML document displayed – Accessed through document property of Window – Property arrays for forms, links, images, anchors, … • The Browser Object Model is sometimes used to refer to bindings to the browser, not specific to the current page (document) being rendered. -
Webgl™ Optimizations for Mobile
WebGL™ Optimizations for Mobile Lorenzo Dal Col Senior Software Engineer, ARM 1 Agenda 1. Introduction to WebGL™ on mobile . Rendering Pipeline . Locate the bottleneck 2. Performance analysis and debugging tools for WebGL . Generic optimization tips 3. PlayCanvas experience . WebGL Inspector 4. Use case: PlayCanvas Swooop . ARM® DS-5 Streamline . ARM Mali™ Graphics Debugger 5. Q & A 2 Bring the Power of OpenGL® ES to Mobile Browsers What is WebGL™? Why WebGL? . A cross-platform, royalty free web . It brings plug-in free 3D to the web, standard implemented right into the browser. Low-level 3D graphics API . Major browser vendors are members of . Based on OpenGL® ES 2.0 the WebGL Working Group: . A shader based API using GLSL . Apple (Safari® browser) . Mozilla (Firefox® browser) (OpenGL Shading Language) . Google (Chrome™ browser) . Opera (Opera™ browser) . Some concessions made to JavaScript™ (memory management) 3 Introduction to WebGL™ . How does it fit in a web browser? . You use JavaScript™ to control it. Your JavaScript is embedded in HTML5 and uses its Canvas element to draw on. What do you need to start creating graphics? . Obtain WebGLrenderingContext object for a given HTMLCanvasElement. It creates a drawing buffer into which the API calls are rendered. For example: var canvas = document.getElementById('canvas1'); var gl = canvas.getContext('webgl'); canvas.width = newWidth; canvas.height = newHeight; gl.viewport(0, 0, canvas.width, canvas.height); 4 WebGL™ Stack What is happening when a WebGL page is loaded . User enters URL . HTTP stack requests the HTML page Browser . Additional requests will be necessary to get Space User JavaScript™ code and other resources WebKit JavaScript Engine . -
Amazon Silk Developer Guide Amazon Silk Developer Guide
Amazon Silk Developer Guide Amazon Silk Developer Guide Amazon Silk: Developer Guide Copyright © 2015 Amazon Web Services, Inc. and/or its affiliates. All rights reserved. The following are trademarks of Amazon Web Services, Inc.: Amazon, Amazon Web Services Design, AWS, Amazon CloudFront, AWS CloudTrail, AWS CodeDeploy, Amazon Cognito, Amazon DevPay, DynamoDB, ElastiCache, Amazon EC2, Amazon Elastic Compute Cloud, Amazon Glacier, Amazon Kinesis, Kindle, Kindle Fire, AWS Marketplace Design, Mechanical Turk, Amazon Redshift, Amazon Route 53, Amazon S3, Amazon VPC, and Amazon WorkDocs. In addition, Amazon.com graphics, logos, page headers, button icons, scripts, and service names are trademarks, or trade dress of Amazon in the U.S. and/or other countries. Amazon©s trademarks and trade dress may not be used in connection with any product or service that is not Amazon©s, in any manner that is likely to cause confusion among customers, or in any manner that disparages or discredits Amazon. All other trademarks not owned by Amazon are the property of their respective owners, who may or may not be affiliated with, connected to, or sponsored by Amazon. AWS documentation posted on the Alpha server is for internal testing and review purposes only. It is not intended for external customers. Amazon Silk Developer Guide Table of Contents What Is Amazon Silk? .................................................................................................................... 1 Split Browser Architecture ...................................................................................................... -
Webgl, Webcl and Beyond!
WebGL, WebCL and Beyond! Neil Trevett VP Mobile Content, NVIDIA President, Khronos Group © Copyright Khronos Group, 2011 - Page 1 Two WebGL-focused Sessions Today • Industry ecosystem and standards for 3D and compute - What is 3D anyway – jungle survival primer - Khronos and open standard acceleration APIs for native apps - The evolution of pervasive 3D on mobile platforms - WebGL and WebCL as part of HTML5 - Web apps and use cases beyond games – augmented reality • Hands-On with WebGL - Steve Baker - Intific WebGL Reference Cards at end of session! © Copyright Khronos Group, 2011 - Page 2 What is Real-time 3D Graphics? © Copyright Khronos Group, 2011 - Page 3 3D Pipeline Basics • The art of “faking” realistic looking scenes or objects using heuristic techniques learned over the years • The objects making up a scene are held in a database • Surfaces of objects are broken down into a grid of polygons • The vertices of the polygons are located in 3D coordinate space - x,y,z • Each vertex has a “material” – color and reflective properties • Vertices are positioned in 3D space – matrix math zooms and rotates y x2,y2,z2 x1,y1,z1 z x3,y3,z3 x © Copyright Khronos Group, 2011 - Page 4 3D Pipeline Basics – Pixel Shading • Project each polygon onto the screen Interpolate colors - Determine which pixels are affected between vertices • Smooth Shading Lighting - Run lighting equation at each vertex equation each - Compute vertex color depending vertex on how lights interact with surface angles and properties - Interpolate colors between the vertices -
Framework for Developing Offline HTML5 Applications
MASARYK UNIVERSITY FACULTY}w¡¢£¤¥¦§¨ OF I !"#$%&'()+,-./012345<yA|NFORMATICS Framework for Developing Offline HTML5 Applications DIPLOMA THESIS Petr Kunc Brno, 2013 Declaration Hereby I declare, that this paper is my original authorial work, which I have worked out by my own. All sources, references and literature used or excerpted during elaboration of this work are properly cited and listed in complete reference to the due source. Advisor: doc. RNDr. Tomás Pitner, PhD. ii Acknowledgement Above all, I would like to thank my advisor doc. RNDr. Tomáš Pitner, PhD. for leading not only this diploma thesis but also for leading me during my studies. I would also like to thank my colleagues in Laboratory of Software Architectures and Information Systems, especially Mgr. Filip Nguyen and Mgr. Daniel Tovarˇnákfor priceless advice on implementation and for providing their knowledge. Nevertheless, I would like to thank my colleagues in Celebrio Software company. iii Abstract The aim of this thesis is to provide detailed information about developing offline web ap- plications. The thesis presents important technologies in the development and mostly deals with Application cache technology. It summarizes advantages and also disadvantages and problems of the technology. Then, it offers solutions to some of the problems and introduces framework for build- ing offline web applications more sophisticatedly. At last, demonstration application is pre- sented which shows the benefits of proposed technology. iv Keywords HTML5, offline, web applications, application -
Basics of HTML Canvas
13/02/2017 Basics of HTML Canvas Material taken from http://www.w3schools.com CSCU9B2 CSCU9B2 1 We are going to cover • What HTML canvas is, and what it can do • Most commonly used canvas methods • Example of a simple animated application CSCU9B2 2 1 13/02/2017 What is Canvas? Canvas is a medium for oil painting, typically stretched across a wooden frame. What is HTML Canvas? • HTML canvas is about drawing graphics • There is a set of JavaScript methods (APIs) for drawing graphics (lines, boxes, circles, shapes). • HTML canvas is a rectangular area on a web page, specified with the <canvas> element. • The HTML <canvas> element (introduced in HTML5) is a container for HTML graphics. CSCU9B2 4 2 13/02/2017 What can HTML canvas do? • Draw colorful text • Draw graphical shapes • Can be animated. Everything is possible: from simple bouncing balls to complex animations • Can be interactive and respond to events • Offer lots of possibilities for HTML gaming applications CSCU9B2 5 Examples http://www.effectgames.com/demos/canvascycle/ http://hakim.se/experiments/html5/blob/03/ http://bomomo.com/ http://hakim.se/experiments/html5/magnetic/02/ http://worldsbiggestpacman.com/ CSCU9B2 6 3 13/02/2017 Canvas element Looks like this: <canvas id="myCanvas" width="200" height="100"></canvas> • Must have an id attribute so it can be referred to by JavaScript; • The width and height attribute is necessary to define the size of the canvas. CSCU9B2 7 Drawing on the Canvas All drawing on the HTML canvas must be done with JavaScript in three steps: 1. Find the canvas element 2. -
Webgl: the Standard, the Practice and the Opportunity Web3d Conference August 2012
WebGL: The Standard, the Practice and the Opportunity Web3D Conference August 2012 © Copyright Khronos Group 2012 | Page 1 Agenda and Speakers • 3D on the Web and the Khronos Ecosystem - Neil Trevett, NVIDIA and Khronos Group President • Hands On With WebGL - Ken Russell, Google and WebGL Working Group Chair © Copyright Khronos Group 2012 | Page 2 Khronos Connects Software to Silicon • Khronos APIs define processor acceleration capabilities - Graphics, video, audio, compute, vision and sensor processing APIs developed today define the functionality of platforms and devices tomorrow © Copyright Khronos Group 2012 | Page 3 APIs BY the Industry FOR the Industry • Khronos standards have strong industry momentum - 100s of man years invested by industry leading experts - Shipping on billions of devices and multiple operating systems • Khronos is OPEN for any company to join and participate - Standards are truly open – one company, one vote - Solid legal and Intellectual Property framework for industry cooperation - Khronos membership fees to cover expenses • Khronos APIs define core device acceleration functionality - Low-level “Foundation” functionality needed on every platform - Rigorous conformance tests for cross-vendor consistency • They are FREE - Members agree to not request royalties Silicon Software © Copyright Khronos Group 2012 | Page 4 Apple Over 100 members – any company worldwide is welcome to join Board of Promoters © Copyright Khronos Group 2012 | Page 5 API Standards Evolution WEB INTEROP, VISION MOBILE AND SENSORS DESKTOP OpenVL New API technology first evolves on high- Mobile is the new platform for Apps embrace mobility’s end platforms apps innovation. Mobile unique strengths and need Diverse platforms – mobile, TV, APIs unlock hardware and complex, interoperating APIs embedded – mean HTML5 will conserve battery life with rich sensory inputs become increasingly important e.g. -
Brief Contents
brief contents PART 1 INTRODUCTION . ..........................................................1 1 ■ HTML5: from documents to applications 3 PART 2 BROWSER-BASED APPS ..................................................35 2 ■ Form creation: input widgets, data binding, and data validation 37 3 ■ File editing and management: rich formatting, file storage, drag and drop 71 4 ■ Messaging: communicating to and from scripts in HTML5 101 5 ■ Mobile applications: client storage and offline execution 131 PART 3 INTERACTIVE GRAPHICS, MEDIA, AND GAMING ............163 6 ■ 2D Canvas: low-level, 2D graphics rendering 165 7 ■ SVG: responsive in-browser graphics 199 8 ■ Video and audio: playing media in the browser 237 9 ■ WebGL: 3D application development 267 iii contents foreword xi preface xiii acknowledgments xv about this book xvii PART 1 INTRODUCTION. ...............................................1 HTML5: from documents to applications 3 1 1.1 Exploring the markup: a whirlwind tour of HTML5 4 Creating the basic structure of an HTML5 document 5 Using the new semantic elements 6 ■ Enhancing accessibility using ARIA roles 9 ■ Enabling support in Internet Explorer versions 6 to 8 10 ■ Introducing HTML5’s new form features 11 ■ Progress bars, meters, and collapsible content 13 1.2 Beyond the markup: additional web standards 15 Microdata 16 ■ CSS3 18 ■ JavaScript and the DOM 19 1.3 The HTML5 DOM APIs 20 Canvas 21 ■ Audio and video 21 ■ Drag and drop 22 Cross-document messaging, server-sent events, and WebSockets 23 v vi CONTENTS Document editing 25 -
SRJC CS42 5363 Sp 2021 Syllabus Final V2
CS42: Introduction to Game Coding Section 5363, Spring 2021 Course Syllabus Instructor: Ethan Wilde (he/him/his), [email protected] Course Description This course introduces students to the design, development, and coding of simple graphical computer-based games. During the course, students will be introduced to various game engines and development environments. Students will gain experience working individually and in a team environment. Emphasis is placed on engaging players through compelling application of game mechanics, dynamics, and aesthetics, as well as on playtesting and iterative development to ensure user-centered design goals are met. Recommended Preparation: Course completion of CS 110A and/or programming experience Prerequisites: None Whether you want to become a member of a professional AAA game development team, or just want to try your hand as an independent game developer, mastery of the game development process, including coding, is essential to those goals. We will work with the ECMA-compliant JavaScript language and real-world tools to develop proficiency in the creation of browser- based, mobile and console games. This course will follow the Transformational Process in development of final game projects. Student Learning Outcomes Students will be able to: 1. Understand and apply systems-level thinking and game development methodology best practices to the design and development of simple graphical computer-based games. 2. Develop team-based game creation skills that cover game logic sequencing; storyboarding; artistic and technical coordination; and understanding of technical requirements and limitations. Upon completion of the course, students will be able to: 1. Explain factors that motivate game players and apply those to the design of games that satisfy the needs of players. -
Pingmei Xu World Wide Web
Web Programming Pingmei Xu World Wide Web • Wikipedia definition: a system of interlinked hypertext documents accessed via the Internet. image from http://www.syslog.cl.cam.ac.uk/ Web ≠ Internet World Wide Web: a collection Internet: a physical network of interlinked multimedia connecting millions of documents that are stored on computers using the same the Internet and accessed using protocols for sharing/ a common protocol (HTTP) transmitting information (TCP/IP) Web Programming user types in a url browser sends requests to server browser parses the returned server runs PHP, MySQL etc. response and displays then responds to browser with the output to the user HTML, CSS and JavaScript Web Programming Static • Web Document (HTML, CSS) Dynamic • Client-side programming (JavaScript …) can download program with Web page, execute on client machine • Server-side programming (PHP, CGI, Perl …) can store and execute program on Web server, link from Web page HTML What is HTML? HyperText Markup Language (HTML) is the core language of nearly all Web content. .html format HTML code webpage HTML: The Document Tree This hierarchical structure is called the DOM: the Document Object Model. head body HTML: Elements Elements: the basic building blocks which defne the semantic meaning of their content. "<p>" element indicates a paragraph the "<img>" element indicates an image HTML: Tags <h1>: opening tag <h1>: closing tag empty elements like <img> doesn’t need closing tag HTML: Attributes Atributes usually consist of 2 parts: An atribute name: e.g. width An atribute value: e.g. 200 HTML: <img> Tag The <img> tag defnes an image in an HTML page.