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I'm working with libRocket myself right now and one thing to keep it mind is that it is not an implementation of HTML5 and it uses OpenGL (via custom renderers) as opposed to WebGL. For those you'll want something like Awesomium or Berkelium. The former is not open source (free for companies making less than 100K a year if I recall).

It sounds, however, like you intend to write two separate clients for your game one javascript (WebGL) and another in some language with OpenGL bindings. In that case, if you are comfortable writing the GUI twice AntTweakBar is a nice choice. There are several other discussions on gamedev, herehere here is a good example.

Unsolicited suggestion - something you might consider is writing a WebGL game (perhaps using the three.js library) and then distributing it natively using Awesomium which supports WebGL as of 1.7.

I'm working with libRocket myself right now and one thing to keep it mind is that it is not an implementation of HTML5 and it uses OpenGL (via custom renderers) as opposed to WebGL. For those you'll want something like Awesomium or Berkelium. The former is not open source (free for companies making less than 100K a year if I recall).

It sounds, however, like you intend to write two separate clients for your game one javascript (WebGL) and another in some language with OpenGL bindings. In that case, if you are comfortable writing the GUI twice AntTweakBar is a nice choice. There are several other discussions on gamedev, here here is a good example.

Unsolicited suggestion - something you might consider is writing a WebGL game (perhaps using the three.js library) and then distributing it natively using Awesomium which supports WebGL as of 1.7.

I'm working with libRocket myself right now and one thing to keep it mind is that it is not an implementation of HTML5 and it uses OpenGL (via custom renderers) as opposed to WebGL. For those you'll want something like Awesomium or Berkelium. The former is not open source (free for companies making less than 100K a year if I recall).

It sounds, however, like you intend to write two separate clients for your game one javascript (WebGL) and another in some language with OpenGL bindings. In that case, if you are comfortable writing the GUI twice AntTweakBar is a nice choice. There are several other discussions on gamedev, here here is a good example.

Unsolicited suggestion - something you might consider is writing a WebGL game (perhaps using the three.js library) and then distributing it natively using Awesomium which supports WebGL as of 1.7.

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I'm working with libRocket myself right now and one thing to keep it mind is that it is not an implementation of HTML5 and it uses OpenGL (via custom renderers) as opposed to WebGL. For those you'll want something like Awesomium or Berkelium. The former is not open source (free for companies making less than 100K a year if I recall).

It sounds, however, like you intend to write two separate clients for your game one javascript (WebGL) and another in some language with OpenGL bindings. In that case, if you are comfortable writing the GUI twice AntTweakBar is a nice choice. There are several other discussions on gamedev, here here is a good example.

Unsolicited suggestion - something you might consider is writing a WebGL game (perhaps using the three.js library) and then distributing it natively using Awesomium which supports WebGL as of 1.7.