I'm pretty clueless to how something like this works - what are the limitations? Can waveit potentially run any ogre3d-based graphical application, or is there a lot of custom code to get a particular Ogre3D sample to work?
Let me explain a bit about our intention with that. We have developed a engine (Waveit Engine) for rapidly build 3D interactive virtual environments. We would like to deploy these applications on our customers' website in a easy way, just as Unity3D webplayer does, but we weren't too happy in buying a full-featured Unity3D license or force users to install unity webplayer first. We would like to use our own engine.
The Waveit Webplayer is in a early stage of development, so I can't point out the many limitations that we will probably figure out along the way. But for now, we are facing problems with mouse and keyboard input using OIS, because I can't get the browser hwnd from Java and seems that OIS doesn't work with embedded window.
Supposing you are using MS VC:
In order to avoid user from having to install anything else except Java plugin (which is already present in 88% of PCs), you need to statically link your app with MS CRT dlls. Otherwise the end-user will have to install msvc_redist. Which is not good in my opinion for non-gamer users.
But if you don't care about it, if your audience is composed mainly by gamers, you will just need to write a few methods in your application to use Waveit Webplayer with your current code:
initialise();
update();
shutdown();
and compile your app as a DLL.
What do you think?
To deployu on web, just upload the game files and dll's to the server and put the following code in the webpage:
<script
src="
http://www.java.com/js/deployJava.js">
</script>
<script>
var attributes = {code:'WaveitWebplayer.class', width:1024, height:480, archive:'Sample1.jar'} ;
var parameters = {jnlp_href: 'Sample.jnlp', separate_jvm: 'true'} ;
deployJava.runApplet(attributes, parameters, '1.6');
</script>