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
For a long time I wanted to try some 3D physics on the web. For that purpose there are two libraries around, Cannon.js which is written in JS from scratch, and Ammo.js which is a port of Bullet made using emscripten. I’ve been playing around with both of them, the performance of cannon could be improved (too much garbage generated in memory) and the interface of ammo is horrible (as all emscripten ports).
Play around with this demo, the controls are very hard and it is easy to start spinning uncontrollably, but Im pleased with the movement.
I was surprised but my A DEUS minigame made in 48 hours won the second position (from 1400 entries) in the graphics category thanks to the public votations.
Obviously I didnt ranked so well in the rest of the categories but that encouraged me to work harder next time and achieve a better position in other categories as well.
This weekend (my last holidays weekend) was the Ludumdare 27, the compo where you have to make a game based on a given theme, alone, in 48 hours, without reusing existing code or assets.
I made “A DEUS”, an asynchronous multiplayer web game in Javascript/WebGL. You can try it clicking on the image.
Click in the image to play the game
I wanted to write a post-mortem with some of my thoughts about the game and the development process.
This micro-talk made me rethink some of my conceptions about if I should shown more about the work I’m doing.
I’m against showing anything before it is almost finished to avoid people criticising aspect that I already know they are bad. But after this talk I think I’m going to make a video of the project I’ve been working over the last year.
Meanwhile, I leave this 8 minutes talk about if it is a good idea to show your work when it is not finished.
I was superimpressed by this cool Javascript demo uploaded to the internet this past week by Philippe Deschaseaux.
JS1K Minecart Demo by @ehouais
It is all done in less than one kilobyte of Javascript code, without WebGL or libraries, and the result is very beautiful and intriguing, so I decided to analyze the code as I usually do to see If I can learn something from the author and It turned out the whole demo is full of great ideas. Lets check the code.
I have to resume working in one of my old flash games, the engine was advancing very well as the editor but suddently I switched to Javascript and now it is hard to go back to Flash. Anyway, here is a background I made with photoshop, to see if I get inspired to continue with my games.
For today experiment I tryed to recreate the cool sketchpad by mr doob using websockets and HTML5Canvas.
The idea is that while you paint on the canvas your strokes are send to the server and broadcast to all the users on the web in realtime using websockets, you also can see the cursor of the other people. Click on the image to test it but remember that if there are not other users online you will be just drawing alone.
Shared Canvas
If you want to know more about the coding read the full post.
Me and my girlfriend participated on the Ludum Dare 22 competition about making a game in 48hours. After the total failure of the GGJ11 we wanted to make something more simple. The theme was simple: ALONE
I wrote a post-mortem about the game on the official blog, you can read it here.
I decided to participate on the Global Gamejam 2011 at Barcelona with three of my best friends.
We make “something” that barely can be called game, but it was fun. You can try it here:
The game has no gameplay at all but the atmosphere is cute. You just walk around a city and if there is more people logged to the game you will see them. Thats all. We wanted to force the people to interact between them somehow, but we never made it.
You can read a small post-mortem about it following this post.
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.