For a long time I wanted to create a random face generator just by mixing different face parts from a pool of facial traits, so a couple of months ago I decided to give it a try.
I’ve collaborated with the Barcelona World Race event several times in the past. Last year they approached me because they wanted to have a new 3D renderer for the web to enhance their online game (which I coded 5 years ago). I forgot to create a propper entry in my blog so here it is. You can play with the demo.
Click in the image to see it in action, and if you want to know more about the development, read the rest of the entry. (more…)
Today I stumbled uppon this great post from Adrian Courrèges where he explains in detail all the steps in rendering one single frame in Deux Ex: Human Revolution, very informative with progress images.
Lately I’ve been cleaning up some old projects that had lot of potential but I never had time to share appropiately to the community.
The first one is called Rendeer.js, it is my own 3D graphics engine for the web. It uses WebGL through my own low-level library litegl.js and it is meant to be easy to use and very dynamic. Right now I’ve been using it for the 3D game of the Barcelona World Race and I’m very happy with the results. Here is one screenshot:
Another interesting project I uploaded was Collada.js, a Collada format parser that can work inside a webworker. It can extract meshes, skinning, animation and scene info.
I also have been improving a lot my old libraries like litegl.js (my low-level wrapper of WebGL which makes working with WebGL very easy), litescene.js (my not so easy 3D Graphics engine meant to be used with my own editor) and litegraph.js (my visual programming system), all of them are becoming very mature and ready for production. And I want to finish documenting litegui.js
Sometimes working with WebGL I miss having the freedom to use regular Canvas2D calls, the only solution in most cases is to create a secondary Canvas and upload it to the GPU in every frame, something that could be costly when the viewport is very big. For those situations I have created a library that adds most of the Canvas2D functions to a WebGL context, even some that where a little bit tricky to emulate (lineWidth…).
The performance is more or less the same as using the regular Canvas, the quality though is a little bit worse, but it opens the door to combine some of my existing libraries with WebGL capabilities.
This year for the Music Hack Day I wanted to do some visualization using WebGL. Some of my friends were doing a hack using a Maschine from Native Instruments so I decided to get the Midi messages (using the Web MIDI API) and visualize them somehow. This is the video of the presentation.
The other day I wanted to clean a little bit the code of my Conway Game of Life GPU web app, and meanwhile add some features. While searching for better demo patterns I discovered this great collection with all the known oscillators and their period, it is made by Dean Hickerson. It is cool that changing the number of steps you can verify that the period is right. Some patterns are very interesting, others are just combinations of other patterns.
My name is Javi Agenjo (@tamat), born in Barcelona, Spain.
If you need anything contact me at javi.agenjo@gmail.com
Computer Engineer working in 3D Graphics since 2005.
Interested in videogames development and interactive applications, focused on using the 3D Hardware to create new ways of interaction.
I teach at the University Pompeu Fabra at Barcelona courses related to programming, graphics and games development.
I love to code, specially in Javascript, but I've got plenty experience in C++ and Actionscript.
Lately I've been coding in WebGL, trying to mix my knowledge in web development with 3D graphics.
I'm always happy to receive mails about anything related to graphics.