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Show HN: War and Peace and WebGL

wdobbie.com

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Re: Show HN: War and Peace and WebGL

#14
This discussion reminds me times 4 years ago, when I showed my WebGL games to my firends and instead of getting an interesting feedback, 90% of comments were about my games not working on their devices. Sad to see the same thing in 2016 :(

Re: Show HN: War and Peace and WebGL

#18
post #10
post #8

I'm curious about the choice of bmp for http://wdobbie.com/warandpeace/glyphs.bmp Why not a png ? Edit: So after a quick test: * glyphs.bmp 53.5 MB * glyphs.png 7.6 MB I guess it could be shrinked even more.

The .bmp file is served gzipped to 7 MB. LZMA and Bzip2 both get it down to about 3 MB but I'd need to use a javascript decompressor.

Makes sense. My bad, I tested with wget and compression was disabled.

Re: Show HN: War and Peace and WebGL

#19

This discussion reminds me times 4 years ago, when I showed my WebGL games to my firends and instead of getting an interesting feedback, 90% of comments were about my games not working on their devices. Sad to see the same thing in 2016 :(

New technology is always full of naysayers and people pointing out the obvious defects. Real innovation comes from recognizing and realizing the potential of it.

Re: Show HN: War and Peace and WebGL

#20
Not really sure this is an unsolved problem in other contexts. For example, any good image viewer would have no-shimmering at all scales.

You simply render your text as images and then apply the method already used by the image viewers.

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