WebGL is really low level. This is not a problem if you already have tools and functions for managing your scene data (grids, materials, shaders, rendering optimization, etc.). It just means that you need to know the graphics pipeline well, how it works, how to optimize it, and what subtle errors and workarounds from one video card driver to another.
In terms of frameworks, I'm afraid I'm a little biased, as I create it. :)
I put a lot of effort into Jax ( http://blog.jaxgl.com/what-is-jax/ ) to make it powerful, simple, and flexible. possible. He borrows many of his key concepts from Ruby on Rails, using Ruby in the background to create and automate as much as possible. This allows the developer (you) to get down to business immediately, instead of messing with implementation details. The end result is 100% HTML and JavaScript, so there is no need to worry about compatibility. If you are going to try something new, give Jax a shot. The link above details the details, and I recently posted a Quick Start page on the Internet ( http://jaxgl.com ) d just how to hurry up and do something!
sinisterchipmunk Aug 12 '11 at 16:29 2011-08-12 16:29
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