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Processingjs gamepaper

175 bytes added, 14:20, 16 January 2011
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=Any further edits should be made in this section or mentioned to Cathy or Daniel. formatting this into ACM now= add changes here or contact cathy or daniel =Processing.js for Web base based Games=
==Introduction==
==The Blending of the Web==
One of the most power powerful features of Processsing.js is its ability to blend JavaScript code with Processing code. This results of this blending means that Processing sketches are not simply delivered in a self contained container but can make use of and interact with other elements of the web. This section looks at examples of such blending.
/* insert descriptions and screenshots of applications for demo reel here*/
Processing.js hides a large number of these differences from the user by creating a unified method of handling common interactive events. Regardless of the browser/platform, the functions behavior of the event handlers are the same in different browsers. This standardization makes Processing.js an ideal candidate for game developers to develop games without worrying about how the controls will differ between browsers.
 
==3D support==
The introduction of the <canvas> tag element into the HTML5 specification allowed Processing to be ported to JavaScript, thus enabling . This enables users to run 2D Processing sketches within the browser without additional plug-ins. At the time the Processing.js project began, there was no plug-in free method of delivering 3D content. This limited Processing.js to its 2D functions. WebGL, ,a JavaScript API that is based on OpenGL ES 2.0, is now being implemented by Firefox, Chrome and Safari. Processing.js 1.0 makes use of WebGL to support its 3D functions.
The matter of porting 3D Processing to Processing.js was simplified because Processing uses OpenGL for 3D graphics. The single largest difference between WebGL and the OpenGL library used in Processing is that in WebGL, the fixed-function pipeline was has been removed. Because of this, user-defined vertex and fragment shaders were are necessary for lighting operations. Since some shapes in Processing aren't lit and others were, multiple shaders were have been written. One shader exists for lit objects such as boxes and spheres, another less complex shader was written for unlit objects such as lines and points.
/* shaders to go in a figure on final paper*/
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