This is an old version: see the new version here


Right Here!


I've always wondered if it was possible to make a decent FPS in browser, and I decided to try my hand at it using WebGL. I underestimated the difficulty of this, which is why the game looks and feels very unfinished. However, it is playable (for low values of playable), and I will revist this game next month. I wanted a open-world run-and-gun FPS with gear-swapping, and achieved about 1/3 of that. I will probably start 'nightly' uploads of new versions as I work on it. I current have three models in the game which were made by a friend of mine, who is trying to get a website online right now.


All in javascript, CSS, and HTML. I used JQuery and JQuery-UI, for AJAX and Deferreds. I also used the excelent glMatrix.js library, which worked well. Webgl was difficult to work with despite having worked with JOGL before, partitially because it seems to silently fail whenever 'undefined' is passed to a function, only giving a generic error message when a draw call is later made. This was very difficult to debug, as you have to either log every call or use a plugin like WebGL Inpector. The WebGL inspector does make life much easier, since it has buffer inspection, call logging, and many other useful features. Because of the odd issues which can crop up, I'd go so far as to say it's nigh-indispensible.