Contributed by Nelson Silva
V8GLES enables you to deploy a WebGL application across several platforms. Currently we support X11/Linux using EGL (Mesa) or GLX with OpenGL 4.1 (we need GLX_CONTEXT_ES2_PROFILE_BIT_EXT), any WebGL enabled browser and Android (platform 8 and up with ARMv7 and up).
The sample video shows one of the three.js samples running on these platforms.
The idea is to use javascript with V8 and rely on the WebGL API to create the application. We don't support the DOM but have added some simple mockup objects and functions to make the samples work (document, window, etc...).
Once/If Apple removes the JIT restrictions and allow running V8 on it we should be able to get this to work on iOS as well.
We will be working on a few issues and trying to get some more APIs in there (Audio, Device Orientation, etc) to try and make it a full game development solution.
Hope you like it.
Feel free to get in touch with questions / comments / suggestion.
Comments 6 Comments
First of all congrats on V8-GL. I'm well aware of the project but short answer is no.
Actually it started after looking at some node.js stuff (nodejs-canvas and nodejs-webgl).
The idea was to support enough webgl to get webgl-2d to work, thus implementing a canvas on top of webgl, and then get something like canvg working as well.
I feel frustrated for having so many graphic implementation with no connection! Ideally we would have a webgl canvas and then have everything on top of that (HTML, 2D canvas and SVG).
This would allow us to create pure javascript apps with hardware acceleration which could be deployed cross platform.
I started adding support for Cloud9 IDE, connecting the app to the Cloud9 server through WebDAV. The main goal here is to target Android devices and have an online IDE for developing games and all sort of graphics apps.
http://nodeknockout.com/teams/minimason
github.com/creationix/node-webgl
It's probably not as complete, but it runs a few demos once the dom components are removed.