Top products from r/webgl

We found 6 product mentions on r/webgl. We ranked the 4 resulting products by number of redditors who mentioned them. Here are the top 20.

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Top comments that mention products on r/webgl:

u/anlumo · 3 pointsr/webgl

Well sure, a library is also just code. It's just a lot of additional work.

This is a pretty well-known book about how to implement a physics engine for games. However, platformers like Super Mario don't use real physics, it's all fake. What you do need though is collision detection, like rectangle/rectangle collision. That's pretty easy to do generally.

In general, don't look for JavaScript tutorials in particular for these, look for the math behind it. Translating that into code should be easy once you know what to do.

u/Lexikus · 3 pointsr/webgl

WebGL 2 is OpenGL ES3 basically

So, here some other helpful links:
https://learnopengl.com/

http://docs.gl/

You just have to reason about the c functions to the js functions.

Here a few more links:

https://webglfundamentals.org/

And a good book IMO:

https://www.amazon.com/Real-Time-Graphics-WebGL-interactive-applications-ebook/dp/B07GVNQLH5

u/[deleted] · 2 pointsr/webgl

Professional WebGL Programming: Developing 3D Graphics for the Web

The code is somewhat outdated, but to be honest I learned a lot from just trying to figure it out. If you struggle you can just switch to the version of glMatrix.js that the book uses. You can download the codes used in the book here.

Also Interactive Computer Graphics with WebGL. This one is very math-heavy, where the first one is more practical. Both use the glMatrix library.

The mathematics behind 3D rendering can be quite complicated (it's 3rd year engineering mathematics and physics), but you could look into linear algebra if you want a bit of a deeper understanding. In WebGL it's mostly just matrix transformations, but to in order to understand vector spaces you might have to go deeper. Any calculus or linear algebra book will do. Key words: Linear algebra, matrix transformations, vector spaces. Don't just google for things related to 3d programming (like googling "math for game developers"), because they often leave things out. Just pick up a Calculus book and read and solve problems. That's how you will learn the math, not by reading a book about 3d programming or googling or watching youtube videos.

And I don't know why people are suggesting you look into Three.js when you say you want to learn the math. Stay away from everything Three.js if you actually want to go deeper into WebGL and GLSL. But be warned, it's awful. :')