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michaliskambi committed Nov 3, 2024
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2 changes: 1 addition & 1 deletion htdocs/doc/donate.adoc
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Expand Up @@ -9,7 +9,7 @@ cgeimg::block[
michalis_itdevcon2023.jpg|Michalis Kamburelis at ITDevCon 2023\, Pascal / Delphi conference\, presenting the Castle Game Engine
]

*We are making* an link:features[open-source game engine, 3D and 2D, with comfortable visual editor and a powerful API]. We proudly cooperate with open standards (link:x3d[X3D], link:gltf[glTF]). We like link:why_pascal[modern Pascal], https://castle-engine.io/manual_automatic_builds.php[continuous integration], being cross-platform (desktop, mobile, consoles, link:roadmap#web[soon web]). We're passionate about _open-source and free software_ and tools to design _engaging stories_ in the form of computer games.
*We are making* an link:features[open-source game engine, 3D and 2D, with comfortable visual editor and a powerful API]. We proudly cooperate with open standards (link:x3d[X3D], link:gltf[glTF]). We like link:why_pascal[modern Pascal], https://castle-engine.io/manual_automatic_builds.php[continuous integration], being cross-platform (desktop, mobile, consoles, link:web[soon web]). We're passionate about _open-source and free software_ and tools to design _engaging stories_ in the form of computer games.

*The primary goal of your donations* is to give us time to spend on the engine development. More time translates to link:roadmap[more features], faster. By 2024, _Michalis Kamburelis_, the lead engine developer, spent most of his life on the engine and doesn't plan to stop :) Moreover, since May 2024, Michalis works on the engine full-time counting only on your support. So anything you can give is really appreciated!

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3 changes: 3 additions & 0 deletions htdocs/doc/web.adoc
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Expand Up @@ -17,6 +17,9 @@ The goal of the _web target_ in _Castle Game Engine_ is to allow you to recompil
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Possibly there will be some additional "glue" bits done using https://wiki.freepascal.org/pas2js[pas2js] (such "glue" is necessary as WebAssembly doesn't otherwise get access to JavaScript APIs available in a web browser).

// done: https://gitlab.com/freepascal.org/fpc/source/-/issues/40229
// done: https://gitlab.com/freepascal.org/fpc/source/-/issues/39547

- We will render using https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API[WebGL 1.0], with optional WebGL 2.0 features. This is very similar to current rendering on mobile, where we use https://castle-engine.io/wp/2023/03/12/mobile-opengles-rendering-upgrades-occlusion-query-anisotropic-filtering-3d-textures-shadows-plus-new-occlusion-query-demo/[OpenGL ES 2.0, with optional OpenGL ES 3.0 features].

- For audio, we will add a new sound backend using https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API[WebAudio]. This will be the default sound backend on the web (like the https://castle-engine.io/openal[OpenAL] is now the default backend on non-web platforms).
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4 changes: 2 additions & 2 deletions htdocs/x3d_implementation_sound.php
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<li>(purely for testing) "sox backend".
</ul>

<p>We will likely have another in 2023: <a href="roadmap#wwise">AudioKinetic's Wwise</a>, another popular solution in gamedev domain.
<p>We will likely have another: <a href="roadmap#wwise">AudioKinetic's Wwise</a>, another popular solution in gamedev domain.

<!--p>In our domain (game engines), the above libraries (OpenAL, FMOD, Wwise) seem commonly used.-->

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will become just more popular than OpenAL with time.
This would be a strong reason to switch to it, and start recommending LabSound (and thus WebAudio) backend over OpenAL. I mention this, because the development of <a href="http://www.openal.org/">OpenAL</a> as a specification has unfortunately stagnated &mdash; looks like Creative is no longer interested. Although, <a href="https://openal-soft.org/">OpenAL Soft</a> implementation continues to be very active.

<p>Of course on the <a href="roadmap#web">(planned) web platform</a>, the situation is more straightforward, as there WebAudio API is just available in the web browser. But we're a cross-platform game engine, whatever we do -- we want to have consistent support on all platforms (desktop, mobile, consoles, web).
<p>Of course on the <a href="web">web</a>, the situation is more straightforward, as there WebAudio API is just available in the web browser. But we're a cross-platform game engine, whatever we do -- we want to have consistent support on all platforms (desktop, mobile, consoles, web).

<li>
<p><b>Implementing X3D 4 sound nodes on top of <i>Web Audio</i> backend.</b>
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