WebGL is trendy ...
Mini3D itself is fairly simple, yet written in a very elegant manner without any 3rd party libraries; it's quite light-weight. It has a modular design, so it's relatively easy to stick in a new module which can make use of other existing modules.
To run this piece of shit you will need an unstable build of Chrome, Safari or Firefox. I'd recommend Chrome, because it seems to be ahead of the time and the WebGL implementation is quite solid (at least so it seems under Linux).
The development of Mini3D took barely two weekends so don't expect too much, but it's quite usable already and abstracts most of the required functionalities well enough; the primary reason was to simplify things and provide boilerplate code so the programmer can focus on the 'demo' or 'game' itself rather than writing miles of code every single time ...
The 'low' level part is ready (more or less), now higher level stuff can be built on the top of it.
This is a very very early version, but this time I stick to 'Release early, release often'.
Click on the images above to start the demos. You will need a WebGL enabled browser in order to watch them; for more information about how to get a WebGL enabled browser please consult the following documentation .
The source is on GitHub, and can be found right here .
Feel free to fork it, hack it and submit a pull request. Your contributions are more than welcome.
Be sure to checkout the documentation as well.