| Yeah, It's just the bunnies example with Minib3d and a rect being positioned at MouseX and MouseY 
 You can see the example here
 http://infotread.com/WebGLTest/test1.html
 
 
 
Import minib3d.app
'Import minib3d.opengl.opengles20
Import mojo
 
Function Main:Int()
	New MyGame()
    Return 0
End
 
Class MyGame Extends MiniB3DApp
	Field numBunnies:Int = 30
	Field gravity:Float = 3
	Field bunnies:List<Bunny>
	Field maxX:Int = 1000
	Field minX:Int = 0
	Field maxY:Int = 700
	Field minY:Int = 0
	Field bitmap:Image
	Field fpsRate:Int = 60
	
	Field mesh:TMesh
	Field cam:TCamera
	Field light:TLight
	Method Create:Int()
		
		SetUpdateRate(fpsRate)
		
		SetRender()
		
		PreLoad("wabbit_alpha.png")
		
		
		
		
		Return 0
	End
	
	Method Init:Int()
		''must add this to use mojo fonts
		SetFont(LoadImage("mojo_font.png",96,Image.XPadding))
		
		mesh = CreateMiniB3DMonkey()
		'mesh.EntityFX 1
		mesh.EntityColor (90,90,90)
		mesh.ScaleEntity( 2,2,2)
				
		cam = CreateCamera
		cam.PositionEntity(0,0,-10)
		
		light = CreateLight
		
		bitmap = LoadImage("wabbit_alpha.png")
		bunnies = New List<Bunny>
		Local bunny:Bunny
		
		For Local i:Int = 0 Until numBunnies
			bunny = New Bunny
			bunny.image = bitmap
			bunny.speedX = Rnd() * 10
			bunny.speedY = (Rnd() * 10) - 5
				
			bunnies.AddLast(bunny)
		Next
	End
	
    
	Method Update:Int()
		
		If KeyHit(KEY_CLOSE) Or KeyHit(KEY_ESCAPE) Then Error""
		
		For Local bunny:Bunny = Eachin bunnies
			bunny.x += bunny.speedX
			bunny.y += bunny.speedY
			bunny.speedY += gravity
			
			If bunny.x > maxX
				bunny.speedX *= -1
				bunny.x = maxX
			Else If (bunny.x < minX)
				bunny.speedX *= -1
				bunny.x = minX
			End
		
			If bunny.y > maxY
				bunny.speedY *= -0.8
				bunny.y = maxY
				If Rnd() > 0.5
					bunny.speedY -= Rnd() * 12
				End
			Else If (bunny.y < minY)
				bunny.speedY = 0
				bunny.y = minY
			End
			
			bunny.posX = bunny.x
			bunny.posY = bunny.y + bunny.z
		Next
		
		If KeyHit(KEY_LEFT)
			fpsRate-=5
			SetUpdateRate(fpsRate)
		End
		If KeyHit(KEY_RIGHT)
			fpsRate+=5
			SetUpdateRate(fpsRate)
		End		
		
		mesh.TurnEntity(0,2,0)
		
		Return 0
	End
	Method Render:Int()
	
		SetMojoEmulation()
		
		
		FPSCounter.Update()
		'Cls
		For Local b:Bunny = Eachin bunnies
			DrawImage(b.image, b.posX, b.posY)
			'DrawRect(b.posX, b.posY, 10,10)
		Next
		DrawImage(GetFont(), 100,200)
		FPSCounter.Draw(0,0)
		SetColor(255,255,255)
		DrawText("FPS Rate: " + fpsRate, 100, 100)
		DrawText(DeviceWidth(), 0, 20)
		DrawText(DeviceHeight(), 0, 30)
		
		SetColor(255, 0, 0)
		DrawRect(MouseX(), MouseY(), 40, 40)
		SetColor(255, 255, 255)
		DrawRect(1,0,1,5)
		'RenderWorld()
		
		Return 0
	End
End
Class Bunny
	Field speedX:Float = 0
	Field speedY:Float = 0
	Field speedZ:Float = 0
	Field image:Image
	Field x:Float = 0
	Field y:Float = 0
	Field z:Float = 0
	Field posX:Float = 0
	Field posY:Float = 0
	Field angle:Float = 0
	Field speed:Float = 0
End
Class FPSCounter Abstract
	Global fpsCount:Int
	Global startTime:Int
	Global totalFPS:Int
	Function Update:Void()
		If Millisecs() - startTime >= 1000
			totalFPS = fpsCount
			fpsCount = 0
			startTime = Millisecs()
		Else
			fpsCount+=1
		End
	End
	Function Draw:Void(x% = 0, y% = 0, ax# = 0, ay# = 0)
		DrawText("FPS: " + totalFPS, x, y, ax, ay)
	End
End
 It's not that it's "slow" there's just lag - It'd be nice if the rect was exactly where the mouse is always.
 
 
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