JavaScript in combination with the WebGL API helps you create powerful but juicy projects. The ability to create beautiful graphics quickly and easily that are accessible to everyone with a modern browser (which is just about anyone). Candy for the eyes.
About the WebGL Coffee Series Book (In A Nutshell)
The book isn't an in-depth introduction to the low-level optimization of the API or squeezing the those graphical bytes out of the shader language. No. It's a quick-start guide! It's intended to get you up and running quickly - such as initializing the API, getting a triangle on the screen and drawing shapes (loading 3-dimensional geometry and basic shaders).
Graphical concepts by themselves could fill multiple books - effects such as shadows, reflection, lens-flare and much more. But what the book does do, is get you working with 3-dimensional geometry with your browser.
Grab a cup of Joe, lay back on your comfy sofa, and flick through - folding the odd corner page to note you must come back to that :)
Why bother with WebGL? Is it hard? You might have reserves about learning WebGL! Especially if you're also learning other concepts, such as, HTML, CSS, JavaScript and Graphical Mathematics! It can be enough to make a person cry. A rabbit hole of material.
Take a deep breath. and again! WebGL isn't that bad. Once you get past all the overhead code, you'll be throwing out 3d cubes and complex geometry easily - without even breaking a sweat!
Since it also runs in a browser, it means you'll be able to share your cool creations with colleagues and friends at the click of a button (just send them the link). They'll be able to run the WebGL programs on their phones, tablet or desktop. So cool! Non of this installing applications and drivers.
Other WebGL Demo/Examples (notebook)
A small set of simple startup examples/projects - full interactive code samples are in the notepad online editor - so and tinker with them in a safe-sandbox area.
Little Black Book of Ray-Tracing and Path-Tracing - it's about getting a hands of feel for working with ray-tracing and path-tracing using the WebGL and GLSL. Takes you through a journey from the classic single ray-tracer through to distributed ray-tracing and onto path-tracing and scene optimisation.
Learning to develop bespoke (ray or path)-tracing solutions that can do anything!
101 WebGL & GLSL Projects
Learning to do more with WebGL than just draw triangles - this book is a springboard to both learning WebGL & GLSL - but also applying it to a wide variety of projects - from data visualization through to ray-tracing and compute calculations.
WebGL Visualization (Cheatsheet)
The WebGL API can be a bit mind boggling - so I put together a nice poster visualization so you can see how it all fits together - from initialization, WebGL 1.0 vs 2.0, extensions and so on.
WebGL API Cheatsheet (v.1.0.1).
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