Spent last week working on benchmarks for our library. The system isn’t very fancy, just a measure of setup time and FPS, but at least now it’s possible to see whether a change in the code affects performance in any way.
The only benchmarks I’ve written are a number of static or rotating cubes. Here’s a screenshot:
The html file is under …API/benchmark/ in subversion. No setup is required as long as you have the canvas3d extension installed and working, just open the file and click ‘run’.
Besides adding more benchmarks there are stll some things I need to do:
1. Instead of using logInfo() (the blue bars at the bottom of the page) I have to put the results in a list that will show up after all the benchmarks are finished. This will make them more accurate (I’m not sure how much effort drawing those messages is, bt I suspect it’s relevant).
2. The results have to be in a human-readable but machine-parseable format, preferrably an extensible one so we can add features to the benchmark but still be able to use old result files.
3. The results have to include information about the browser version, extension version, platform, and room for a note by the person who ran it.
4. It ought to not be necessary to copy-paste the results manually into a text file. Would be great if I could add a button to ’save as’ the results.
5. Need a system to analyze a group of results. I know someone who’s good at doing this type of thing, gotta trick him into helping us (yes, you Cesar)
All-in-all a good week.
It has been a long time coming but we have now updated all the core features of C3DL to use WebGL. You can dowload our 2.0 release here. We have also updated all our demos to use WebGL. Our tutorials have all been updated (tutorial 5 and 6 needs a better example [...]
Cathy asked me to make a cool demo using our library. After thinking about, I started getting many ideas, but creating a preliminary real-time strategy game made the most sense. It not only demonstrates a lot of C3DL features such as model loading, transformations, lighting, shaders, picking, cameras, textures, etc, but since animation is kept [...]