Project Overview
Developed a WebGL technology-based 3D tank battle game that provides a complete 3D gaming experience using modern Web technologies. The project integrates a custom rendering engine, physics system, AI combat system, audio system, and user interface, showcasing WebGL’s powerful capabilities in complex game development.
Technical Architecture
Core Technology Stack
- WebGL 2.0: 3D graphics rendering
- GLSL: Shader programming language
- JavaScript ES6+: Game logic implementation
- Web Audio API: Audio system
- Canvas 2D API: UI interface rendering
- WebGL Matrix: 3D mathematical calculation library
System Architecture Design
WebGL 3D Tank Game
├── Rendering Engine
│ ├── Shader Manager
│ ├── Texture System
│ ├── Model Loader
│ └── Scene Renderer
├── Physics Engine
│ ├── Collision Detection
│ ├── Rigid Body Dynamics
│ └── Spatial Partitioning
├── AI System
│ ├── Pathfinding
│ ├── Behavior Tree
│ └── Decision System
├── Audio System
├── User Interface
└── Game Loop
Rendering Engine Implementation
WebGL Rendering Pipeline
class RenderEngine {
constructor(canvas) {
this.canvas = canvas;
this.gl = canvas.getContext('webgl2');
this.shaderPrograms = new Map();
this.textures = new Map();
this.models = new Map();
this.initWebGL();
this.loadShaders();
this.setupBuffers();
}
initWebGL() {
const gl = this.gl;
// Enable depth testing
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
// Enable back-face culling
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
// Set viewport
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
// Set clear color
gl.clearColor(0.2, 0.3, 0.3, 1.0);
}
// Compile shader
compileShader(source, type) {
const gl = this.gl;
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('Shader compilation error:', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
// Create shader program
createShaderProgram(vertexSource, fragmentSource) {
const gl = this.gl;
const vertexShader = this.compileShader(vertexSource, gl.VERTEX_SHADER);
const fragmentShader = this.compileShader(fragmentSource, gl.FRAGMENT_SHADER);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('Shader program linking error:', gl.getProgramInfoLog(program));
return null;
}
return program;
}
// Render scene
render(scene, camera) {
const gl = this.gl;
// Clear buffers
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Calculate view and projection matrices
const viewMatrix = camera.getViewMatrix();
const projMatrix = camera.getProjectionMatrix();
// Render all game objects
scene.objects.forEach(obj => {
this.renderObject(obj, viewMatrix, projMatrix);
});
}
renderObject(object, viewMatrix, projMatrix) {
const gl = this.gl;
const program = this.shaderPrograms.get(object.material.shader);
gl.useProgram(program);
// Set matrix uniforms
const modelMatrix = object.getModelMatrix();
const mvpMatrix = mat4.multiply(projMatrix, viewMatrix, modelMatrix);
gl.uniformMatrix4fv(gl.getUniformLocation(program, 'u_mvpMatrix'), false, mvpMatrix);
gl.uniformMatrix4fv(gl.getUniformLocation(program, 'u_modelMatrix'), false, modelMatrix);
// Bind textures
if (object.material.diffuseTexture) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, object.material.diffuseTexture);
gl.uniform1i(gl.getUniformLocation(program, 'u_diffuseTexture'), 0);
}
// Bind vertex data and draw
this.bindVertexData(object.mesh);
gl.drawElements(gl.TRIANGLES, object.mesh.indices.length, gl.UNSIGNED_SHORT, 0);
}
}
Shader System
// Vertex Shader
#version 300 es
precision highp float;
in vec3 a_position;
in vec3 a_normal;
in vec2 a_texCoord;
uniform mat4 u_mvpMatrix;
uniform mat4 u_modelMatrix;
uniform mat4 u_normalMatrix;
out vec3 v_worldPos;
out vec3 v_normal;
out vec2 v_texCoord;
void main() {
vec4 worldPos = u_modelMatrix * vec4(a_position, 1.0);
v_worldPos = worldPos.xyz;
v_normal = normalize((u_normalMatrix * vec4(a_normal, 0.0)).xyz);
v_texCoord = a_texCoord;
gl_Position = u_mvpMatrix * vec4(a_position, 1.0);
}
// Fragment Shader
#version 300 es
precision highp float;
in vec3 v_worldPos;
in vec3 v_normal;
in vec2 v_texCoord;
uniform sampler2D u_diffuseTexture;
uniform vec3 u_lightPos;
uniform vec3 u_lightColor;
uniform vec3 u_viewPos;
out vec4 fragColor;
void main() {
// Sample texture
vec3 texColor = texture(u_diffuseTexture, v_texCoord).rgb;
// Calculate lighting
vec3 lightDir = normalize(u_lightPos - v_worldPos);
vec3 normal = normalize(v_normal);
// Ambient light
float ambientStrength = 0.3;
vec3 ambient = ambientStrength * u_lightColor;
// Diffuse lighting
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * u_lightColor;
// Specular reflection
float specularStrength = 0.8;
vec3 viewDir = normalize(u_viewPos - v_worldPos);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 64.0);
vec3 specular = specularStrength * spec * u_lightColor;
vec3 result = (ambient + diffuse + specular) * texColor;
fragColor = vec4(result, 1.0);
}
Physics System Design
Collision Detection System
class PhysicsEngine {
constructor() {
this.bodies = [];
this.gravity = { x: 0, y: -9.81, z: 0 };
this.spatialGrid = new SpatialGrid(50); // 50x50 grid
}
// Collision detection
checkCollisions() {
// Use spatial partitioning to optimize collision detection
const potentialPairs = this.spatialGrid.getPotentialCollisions();
potentialPairs.forEach(pair => {
const [bodyA, bodyB] = pair;
if (this.detectCollision(bodyA, bodyB)) {
this.resolveCollision(bodyA, bodyB);
}
});
}
// AABB collision detection
detectAABBCollision(boxA, boxB) {
return (
boxA.min.x <= boxB.max.x && boxA.max.x >= boxB.min.x &&
boxA.min.y <= boxB.max.y && boxA.max.y >= boxB.min.y &&
boxA.min.z <= boxB.max.z && boxA.max.z >= boxB.min.z
);
}
// Sphere collision detection
detectSphereCollision(sphereA, sphereB) {
const distance = vec3.distance(sphereA.center, sphereB.center);
return distance <= (sphereA.radius + sphereB.radius);
}
// Collision response
resolveCollision(bodyA, bodyB) {
// Calculate collision normal
const normal = vec3.normalize(vec3.subtract(bodyB.position, bodyA.position));
// Calculate relative velocity
const relativeVelocity = vec3.subtract(bodyB.velocity, bodyA.velocity);
const velocityAlongNormal = vec3.dot(relativeVelocity, normal);
// If objects are separating, don't resolve collision
if (velocityAlongNormal > 0) return;
// Calculate restitution coefficient
const restitution = Math.min(bodyA.restitution, bodyB.restitution);
// Calculate impulse
const impulse = -(1 + restitution) * velocityAlongNormal;
const impulseVector = vec3.scale(normal, impulse);
// Apply impulse
bodyA.velocity = vec3.subtract(bodyA.velocity, vec3.scale(impulseVector, 1 / bodyA.mass));
bodyB.velocity = vec3.add(bodyB.velocity, vec3.scale(impulseVector, 1 / bodyB.mass));
}
// Physics update
update(deltaTime) {
this.bodies.forEach(body => {
// Apply gravity
if (!body.isStatic) {
body.velocity = vec3.add(body.velocity, vec3.scale(this.gravity, deltaTime));
}
// Update position
body.position = vec3.add(body.position, vec3.scale(body.velocity, deltaTime));
// Update bounding box
body.updateBoundingBox();
});
// Check collisions
this.checkCollisions();
}
}
AI System Implementation
Enemy Tank AI
class TankAI {
constructor(tank) {
this.tank = tank;
this.state = 'patrol';
this.target = null;
this.pathfinder = new Pathfinder();
this.behaviorTree = new BehaviorTree();
this.setupBehaviorTree();
}
setupBehaviorTree() {
// Build behavior tree
const root = new Selector([
new Sequence([
new Condition(() => this.hasTarget()),
new Selector([
new Action(() => this.attack()),
new Action(() => this.chase())
])
]),
new Action(() => this.patrol())
]);
this.behaviorTree.setRoot(root);
}
update(deltaTime, gameState) {
// Update perception system
this.updatePerception(gameState);
// Execute behavior tree
this.behaviorTree.execute(deltaTime);
// Update tank controls
this.updateTankControls(deltaTime);
}
updatePerception(gameState) {
const playerTank = gameState.playerTank;
const distance = vec3.distance(this.tank.position, playerTank.position);
// Vision detection
if (distance <= this.tank.viewDistance) {
// Check if within field of view
const dirToPlayer = vec3.normalize(vec3.subtract(playerTank.position, this.tank.position));
const angle = vec3.angle(this.tank.forward, dirToPlayer);
if (angle <= this.tank.viewAngle) {
// Ray casting for obstruction
if (!this.isObstructed(this.tank.position, playerTank.position, gameState.obstacles)) {
this.target = playerTank;
}
}
}
}
attack() {
if (!this.target) return false;
// Aim at target
const dirToTarget = vec3.normalize(vec3.subtract(this.target.position, this.tank.position));
this.tank.turretRotation = Math.atan2(dirToTarget.x, dirToTarget.z);
// Fire
if (this.isAimed() && this.tank.canFire()) {
this.tank.fire();
return true;
}
return false;
}
chase() {
if (!this.target) return false;
// Use A* algorithm for path planning
const path = this.pathfinder.findPath(
this.tank.position,
this.target.position,
gameState.obstacles
);
if (path.length > 1) {
const nextWaypoint = path[1];
this.moveTowards(nextWaypoint);
return true;
}
return false;
}
patrol() {
// Patrol behavior
if (!this.patrolTarget || vec3.distance(this.tank.position, this.patrolTarget) < 2.0) {
this.patrolTarget = this.getRandomPatrolPoint();
}
this.moveTowards(this.patrolTarget);
return true;
}
moveTowards(target) {
const direction = vec3.normalize(vec3.subtract(target, this.tank.position));
// Turn towards target
const targetRotation = Math.atan2(direction.x, direction.z);
this.tank.rotation = this.lerp(this.tank.rotation, targetRotation, 0.1);
// Move forward
this.tank.moveForward();
}
}
Game System Integration
Main Game Loop
class TankWarGame {
constructor(canvas) {
this.canvas = canvas;
this.renderEngine = new RenderEngine(canvas);
this.physicsEngine = new PhysicsEngine();
this.audioSystem = new AudioSystem();
this.inputManager = new InputManager();
this.scene = new Scene();
this.camera = new Camera();
this.gameState = 'playing';
this.playerTank = new Tank(TankType.PLAYER);
this.enemyTanks = [];
this.initGame();
this.startGameLoop();
}
initGame() {
// Create terrain
this.createTerrain();
// Create enemy tanks
this.spawnEnemyTanks(5);
// Set camera follow
this.camera.setTarget(this.playerTank);
// Load sound effects
this.audioSystem.loadSounds({
fire: 'sounds/tank_fire.ogg',
explosion: 'sounds/explosion.ogg',
engine: 'sounds/tank_engine.ogg'
});
}
startGameLoop() {
let lastTime = 0;
const gameLoop = (currentTime) => {
const deltaTime = (currentTime - lastTime) / 1000.0;
lastTime = currentTime;
this.update(deltaTime);
this.render();
requestAnimationFrame(gameLoop);
};
requestAnimationFrame(gameLoop);
}
update(deltaTime) {
// Update input
this.inputManager.update();
// Update player tank
this.updatePlayerTank(deltaTime);
// Update enemy tank AI
this.enemyTanks.forEach(tank => {
tank.ai.update(deltaTime, this.getGameState());
});
// Update physics system
this.physicsEngine.update(deltaTime);
// Update camera
this.camera.update(deltaTime);
// Check game over conditions
this.checkGameOver();
}
render() {
// Render 3D scene
this.renderEngine.render(this.scene, this.camera);
// Render UI
this.renderUI();
}
renderUI() {
const ctx = this.canvas.getContext('2d');
// Draw health bar
this.drawHealthBar(ctx, this.playerTank.health);
// Draw ammo counter
this.drawAmmoCounter(ctx, this.playerTank.ammo);
// Draw minimap
this.drawMiniMap(ctx);
}
}
Performance Optimization Strategies
1. Rendering Optimization
- Frustum Culling: Only render objects within camera view
- LOD System: Use different detail levels based on distance
- Instanced Rendering: Batch render identical objects
- Texture Atlasing: Reduce texture switching
2. Physics Optimization
- Spatial Partitioning: Use spatial grid to accelerate collision detection
- Sleep System: Static objects don’t participate in physics calculations
- Simplified Collision Bodies: Use simple shapes instead of complex models
3. AI Optimization
- Behavior Caching: Cache AI decision results
- Frame-distributed Updates: AI updates on different frames to distribute computational load
- Hierarchical Decision Making: Coarse decisions + fine adjustments
Project Features and Innovations
1. Modern WebGL Technology Application
- Use advanced features of WebGL 2.0
- Custom shaders for complex lighting effects
- PBR (Physically Based Rendering) material system
2. Complete Game Architecture
- Modular engine design
- Extensible component system
- Data-driven game logic
3. Intelligent AI System
- Behavior tree-driven AI logic
- A* pathfinding algorithm
- Realistic perception and decision system
4. Immersive Gaming Experience
- Realistic physics simulation
- Stereo audio system
- Smooth camera control
Technical Insights and Reflections
WebGL In-depth Application
- Mastered modern 3D graphics programming techniques
- Understood GPU rendering pipeline principles
- Learned shader programming and optimization techniques
Game Engine Architecture
- Designed extensible engine architecture
- Implemented efficient inter-system communication
- Established complete resource management system
Performance Optimization Practice
- Learned multiple performance analysis methods
- Implemented effective optimization strategies
- Balanced functional complexity with performance
Future Development Directions
- Multiplayer Online: WebSocket for real-time battles
- Terrain Editor: Visual level editing tools
- Particle System: Richer visual effects
- VR Support: WebXR for virtual reality experience
- Mobile Adaptation: Touch controls and performance optimization
Summary
This WebGL 3D tank battle game project successfully demonstrated the application potential of modern Web technologies in complex 3D game development. Through self-developed engine architecture, intelligent AI system, and meticulous performance optimization, it achieved an experience comparable to native games.
The project is not only a demonstration of technical capabilities but also a complete exercise in modern game development engineering practices, accumulating valuable experience for subsequent development of more complex 3D applications.
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