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WebGL Water

madebyevan.com

31–40 of 119 posts

Re: WebGL Water

#31
post #28

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

10 years later it is still the same API, in spite of the hardware progress, which is kind of sad.

Re: WebGL Water

#32

It'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://…

All titles released around the time GL ES 3.0 was modern.

Re: WebGL Water

#34

It'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...

It is alive, regarding well it depends, given how little it is actually used, and Project Tiny seems to have been dropped.

Re: WebGL Water

#35

It'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…

How are those Unreal developers supposed to debug WebGL, GLSL shaders, and browser profiling of their WebAssembly code?

Re: WebGL Water

#36
post #11
post #9

Earlier 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.

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

#37
post #11

Earlier 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?

Comments like this that spew negativity don't make HN a particularly inviting place either. Remember there's a human sitting on the other end.

Re: WebGL Water

#38

It'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...

https://play.unity.com/

https://simmer.io

there are several other unity only web game sites and lots of others with not just unity

https://itch.io/games/free/unity

Re: WebGL Water

#39
Kinda funny that if I move the ball out of the water slowly, it generates a lot of waves, but if I shoot it in the water or out, it's just a small wave. A few times I was able to yank the ball in or out with no trace at all—though that can perhaps be chalked up to the cursor moving too fast to register the intermediate positions.

Re: WebGL Water

#40

This demo is more recent, and FAR more impressive in my humble opinion: https://doom-portal-in-webgl.vercel.app/

This is only possible in WebGL 2. There's a texture fetch in the vertex shader for the particles. The water demo is so impressive because it runs in WebGL 1 (Though it needs partial derivatives)
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