I remember looking at this a decade ago with an old Sony Xperia phone and just being amazed at the possibilities of the web. 10 years later it still looks as good as I remember
WebGL Water
31–40 of 119 posts
Re: WebGL Water
#32It'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."
Well old titles that are on Steam have been ported to WebAssembly... and keep in mind these are just straight ports with little to no compression or asset fetching to reduce the file size and load times. Curse of Monkey Island: https://personal-1094.web.app/scummvm.html (press esc key right away upon load to skip straight to playing) Baldur's Gate 2 demo: https://personal-1094.web.app/gemrb.html Diablo demo: https://…
Re: WebGL Water
#33Re: WebGL Water
#34It'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."
Unity's WebGL player is alive and well: https://docs.unity3d.com/2021.2/Documentation/Manual/webgl-g...
Re: WebGL Water
#35It'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 is the money pipeline, and everyone makes native games on Steam." This is 100% it, everyone thinks browser games are a thing of the past and that's it, end of story. Well, they couldn't be more wrong and I'm happy to explain why. The tooling for developers traditionally just hasn't been there. Developers coming from the native game engine world typically don't have a firm grasp of web technologies, so the ones…
Re: WebGL Water
#36Earlier quoted context omitted.
It doesn’t matter that you are using chrome. All browsers on iOS use safari under the hood.
My tummy is still being rubbed and I’m over here with all these happy feels. You should get ice cream too.
Re: WebGL Water
#37Earlier quoted context omitted.
My tummy is still being rubbed and I’m over here with all these happy feels. You should get ice cream too.
Please keep this reddit-tier lack of contribution to the discussion on, well, reddit. It's bad enough that discussion over there is flooded with puns, song lyrics and people calling everything wholesome, do we really need to drag every discussion forum on the internet down to that level?
Re: WebGL Water
#38It'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."
Unity's WebGL player is alive and well: https://docs.unity3d.com/2021.2/Documentation/Manual/webgl-g...
there are several other unity only web game sites and lots of others with not just unity
Re: WebGL Water
#39Re: WebGL Water
#40This demo is more recent, and FAR more impressive in my humble opinion: https://doom-portal-in-webgl.vercel.app/