This works on my iPhone in chrome. I really like that. I am aware of the fact that it’s old. The fact that it still works in chrome on my phone makes it more awesome. I’m sure it’s probably elegant and awesome under the hood to make that work. Going to take this positive feeling, eat and ice cream bar, rub my tummy, watch some Babylon 5 and go to sleep with all of these happy feels. :)
It doesn’t matter that you are using chrome. All browsers on iOS use safari under the hood.
WebGL Water
11–20 of 119 posts
Re: WebGL Water
#12Re: WebGL Water
#13It's interesting to think of the reasons we don't have browser-based 3D renderers. Sure, WebGL exists. But it seems like the promise fizzled out, and I'm not quite sure why. Maybe it's as simple as "Steam is the money pipeline, and everyone makes native games on Steam."
- WebGL is a subset of ES 3.0, when the hardware can do GL ES 3.2
- WebGPU, when it arrives sometime during 2022, it will be a 1.0 MVP of the features from Metal, Vulkan and DX 12, with yet another shading language that looks like a mix of C++/HLSL/Rust, WGSL.
- If you just want compute, now WebGPU is the only option, although GL ES 3.2 has it. After two failed attempts from Intel, Chrome folks managed to force everyone to use WebGPU instead, so that is ready when WebGPU is ready.
- Lack of tooling, to debug WebGL you have basically to debug the browser process and try to track down your 3D calls from the browser own ones (there is a SpectorJS, which is quite simple when compared against something like Pix or REnderDoc)
- Browsers black list consumer's hardware/software, so content producers have no idea how well it actually runs.
- Indie game development moved from Flash into mobile, where tooling is much better.
Finally, I leave you the Flash demo for Unity 3 using CrossBridge[0] and Stage 3D [1], back in 2011.
https://www.youtube.com/watch?v=UQiUP2Hd60Y
[0] - https://adobe-flash.github.io/crossbridge/
[1] - https://help.adobe.com/en_US/FlashPlatform/reference/actions...
Re: WebGL Water
#14It's interesting to think of the reasons we don't have browser-based 3D renderers. Sure, WebGL exists. But it seems like the promise fizzled out, and I'm not quite sure why. Maybe it's as simple as "Steam is the money pipeline, and everyone makes native games on Steam."
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Re: WebGL Water
#15The first time I saw this I was in awe of how far we’ve come, realizing the first 3d rendering I ever did took several seconds and was accomplished within DOS. Now we have things like this in the browser running in real time. Since then I’ve had my mind blown several more times, but this demo has a special place in my mind. I was so excited at the prospect of WebGL.
By '92 I had built a whole software 3D renderer in x86 and had the T-Rex from Jurassic Park stomping around in real-time on my 286.
Re: WebGL Water
#16It's interesting to think of the reasons we don't have browser-based 3D renderers. Sure, WebGL exists. But it seems like the promise fizzled out, and I'm not quite sure why. Maybe it's as simple as "Steam is the money pipeline, and everyone makes native games on Steam."
Steam isn't a major consideration once you've gone into the weeds of implementing software that colors outside the usual browser lines.
Re: WebGL Water
#17This demo is more recent, and FAR more impressive in my humble opinion: https://doom-portal-in-webgl.vercel.app/
Re: WebGL Water
#18It's interesting to think of the reasons we don't have browser-based 3D renderers. Sure, WebGL exists. But it seems like the promise fizzled out, and I'm not quite sure why. Maybe it's as simple as "Steam is the money pipeline, and everyone makes native games on Steam."
https://docs.unity3d.com/2021.2/Documentation/Manual/webgl-g...
Re: WebGL Water
#19This demo is more recent, and FAR more impressive in my humble opinion: https://doom-portal-in-webgl.vercel.app/
Re: WebGL Water
#20Idk why this got so much attention.