Live data from Hacker News

Show HN: WebGL Enabler for iOS

demoseen.com

41–50 of 60 posts

Re: Show HN: WebGL Enabler for iOS

#42
post #21

Earlier quoted context omitted.

By not supporting Ogg Vorbis on Desktop and totally fucking it up on Mobile on purpose: http://www.phoboslab.org/log/2011/03/the-state-of-html5-audi... (Year old, but still valid)

I don't really call 'not supporting Ogg' sabotage. Joe Public doesn't care about Ogg . Never has, never will. How is not supporting Ogg for tags when the spec for tags doesn't require it 'sabotage'? The requirement for HTML5 to support Ogg was dropped very early on in 2007. It's not part of the standard. Apple have been fairly supportive of WebGL: it's been in the WebKit nightly builds for almost three years now, of…

> Joe Public doesn't care about Ogg

But developers care, a lot. You have no idea how many popular games use Ogg internally.

Here's a small list: http://wiki.xiph.org/index.php/Games_that_use_Vorbis

Looking at the games, I wouldn't be surprised if a billion copies have been sold to date.

Re: Show HN: WebGL Enabler for iOS

#43
post #25
post #24

Earlier quoted context omitted.

His program essentially leaks beta software for profit.

Agreed. I don't know what I'd do without the $20.60 I've made off of this (before Paypal fees)...

Would be really interesting to see how much you make off this with your donation model. I wonder how much it would affect income if you used someone other than paypal, or had several donate options.

Anyways, good on you for doing this.

Re: Show HN: WebGL Enabler for iOS

#44
post #39
post #38

Free, open-source, and ten months old. https://github.com/rpetrich/WebGLEnabler

I saw that after my first release, but 1) this is free-ish (you can choose to pay whatever amount you want) and open source ( https://github.com/daeken/WebGLEnabler ) as well, 2) mine works at the WebView level rather than Safari, and includes a toggle in settings. That said, I would've used a different name had I known about that before I released. Edit: Oh, I'm wrong. I could've sworn that his was just for Safari,…

Ouch, sorry for not paying better attention; I didn't notice the source to yours. Both approaches appear equally valid and yours appears to be rather more fleshed-out (what with preferences).

I didn't mean to denigrate your project, as well: I apologize if it seemed that way!

I quite enjoy seeing people use Theos/Logos as well. Definitely worth sinking my time into working on them!

Re: Show HN: WebGL Enabler for iOS

#45
post #44
post #39

Earlier quoted context omitted.

I saw that after my first release, but 1) this is free-ish (you can choose to pay whatever amount you want) and open source ( https://github.com/daeken/WebGLEnabler ) as well, 2) mine works at the WebView level rather than Safari, and includes a toggle in settings. That said, I would've used a different name had I known about that before I released. Edit: Oh, I'm wrong. I could've sworn that his was just for Safari,…

Ouch, sorry for not paying better attention; I didn't notice the source to yours. Both approaches appear equally valid and yours appears to be rather more fleshed-out (what with preferences). I didn't mean to denigrate your project, as well: I apologize if it seemed that way! I quite enjoy seeing people use Theos/Logos as well. Definitely worth sinking my time into working on them!

No worries. And seriously great work with Theos/Logos; I haven't touched iOS stuff since working on the unlock for the original iPhone, and I still managed to whip all of this up in ~5 hours.

Re: Show HN: WebGL Enabler for iOS

#46
post #43
post #25

Earlier quoted context omitted.

Agreed. I don't know what I'd do without the $20.60 I've made off of this (before Paypal fees)...

Would be really interesting to see how much you make off this with your donation model. I wonder how much it would affect income if you used someone other than paypal, or had several donate options. Anyways, good on you for doing this.

I'm expecting that it's probably not going to go much above where it is right now (which is still twice as much as I figured it'd bring in); despite quite a few downloads from HN, no one has paid for it. That said, I'm sure I could increase paid conversions with some work, but I honestly don't care enough to do so. I built this so that I could build neat demos on my iPad, and there's no way I'll recoup the cost of 5 or so hours of dev time I spent on this. I'm just glad that it's working well for people.

Re: Show HN: WebGL Enabler for iOS

#47
post #39
post #38

Free, open-source, and ten months old. https://github.com/rpetrich/WebGLEnabler

I saw that after my first release, but 1) this is free-ish (you can choose to pay whatever amount you want) and open source ( https://github.com/daeken/WebGLEnabler ) as well, 2) mine works at the WebView level rather than Safari, and includes a toggle in settings. That said, I would've used a different name had I known about that before I released. Edit: Oh, I'm wrong. I could've sworn that his was just for Safari,…

One a random note, it would be cool to see AppList integrated into the preferences to allow for per-app toggling.

Re: Show HN: WebGL Enabler for iOS

#48
post #39

Earlier quoted context omitted.

I saw that after my first release, but 1) this is free-ish (you can choose to pay whatever amount you want) and open source ( https://github.com/daeken/WebGLEnabler ) as well, 2) mine works at the WebView level rather than Safari, and includes a toggle in settings. That said, I would've used a different name had I known about that before I released. Edit: Oh, I'm wrong. I could've sworn that his was just for Safari,…

One a random note, it would be cool to see AppList integrated into the preferences to allow for per-app toggling.

I thought about doing that, but at this point I don't think it'd be too terribly useful. If I do anything more with it (outside of fixing bugs if they pop up), it'll probably be to add a WebGL toggle inside of MobileSafari somewhere, for convenience.

Re: Show HN: WebGL Enabler for iOS

#49
post #34
post #32

Earlier quoted context omitted.

Disabling autoplay on iOS is not unreasonable. I don't want autoplay anywhere, but I really would not expect opening a web page on my phone to start blaring random audio out the speakers. I wouldn't call that "sabotage", I'd call that "someone actually cares about what users expect". (That's leaving alone data concerns, especially with limited and expensive 3G data plans.)

They could always allow you to mute sites by default. You see to be overly optimistic that they are doing it for the users good.

How is "mute by default" different from "no autoplay" except that when users actually hit play, it would just start somewhere in the middle? (That sounds like an even worse user experience.)

Re: Show HN: WebGL Enabler for iOS

#50
post #5

So it immediately raises the question why isn't this released? The reasons I can think of are: * Performance isn't what they want yet. * Implementation isn't what they want yet. * There are security issues they still need to fix. OR putting on my tin foil hat for a second: * Apple sees WebGL as a possible threat to their app revenues as a soild WebGL implementation could allow developers to avoid entering their app m…

I wouldn't recommend using the WebGL enabling hack at present, for security reasons. But then, people who are jailbreaking their phones in the first place are probably making a different security vs. features tradeoff.
Post reply on HN