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WebGL Water

madebyevan.com

41–50 of 119 posts

Re: WebGL Water

#41
post #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.

This can be solved by doing the following:

instead of checking "currentPosition" and "futurePosition" for a collision per frame, instead compute a sphere using those two values as bounds, and check if there are any collisions within that sphere

Re: WebGL Water

#42
I just went through comments from all the times this has been reposted in the past 10 years, and this is (so far) the first time there aren't any complaints about not working in their browser! I'm counting just the submissions that got >10 comments.

The previous time, from 2017[1], was already quite good - there was only a single complaint, and that was about someone missing a WebGL extension this needs for floating point textures.

[1] https://news.ycombinator.com/item?id=14432809

Re: WebGL Water

#43

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

This does not have any water simulation ! how is it comparable?

Re: WebGL Water

#44

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…

I understood the major challenge isn't about displaying a 3d model, but content caching and distribution. Are you going to download 4gb of textures and keep that in local storage?

Re: WebGL Water

#45

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."

We do. Follow some of the Three.js people in Twitter to see some interesting things people are making, eg https://twitter.com/mrdoob

For example this IFC-in-browser thing looks amazingly useful: https://twitter.com/ifc_js/status/1462880392915083269

Re: WebGL Water

#46

Earlier quoted context omitted.

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.

[deleted]

Re: WebGL Water

#47

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://…

Sadly no sounds on my Mac for Baldur's Gate & Diablo in Safari (haven't tried other browsers). Not sure if other platforms, browsers have sound.

Re: WebGL Water

#48

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."

As a gamer, Steam is about way more than mere distribution. It's a community: discussions, chat, friends, voice chat, screen share, remote play over the internet, cloud saves, sales, filters, betas, tags, mods, library management, matchmaking, etc. It's way better at those things than Epic Store, GOG, Microsoft or Apple or Google stores. Valve has been evolving it as a platform for decades and its competitors just aren't very good at all.

Even if you can get the game's renderer and UI to reach parity, it's hard to overcome the UX and network effects of Steam. And that sort of ecosystem fragmentation (alternative platforms often don't offer crossplay) is bad for gamers, not to mention having to implement different multiplayer pipelines makes lives harder for devs.

Gaming on the web might be nice for trashy flash like games, but for anything more, why would anyone waste time on that when there's much better curated experiences on Steam, or barring that, mobile app stores and Switch? There are already enough excellent indie games to last several lifetimes. Not gonna waste time exploring the dark corners of the web to try some amateur's experiment with webgl. If they're not on an established game platform by now, I could only assume the devs care about their philosophies more than end user experience, and it would be a subpar experience even if I got the graphics to load (big if).

Even something like GeForce Now (cloud rendered streaming games) use Steam and Steamworks APIs for the community and multiplayer APIs. It's therefore much better than competitors like Google Stadia (which is pretty much dead and has no community). GOG has a niche but only for single player games. For multiplayer it's either Steam or dead matchmaking.

Maybe a more interesting comparison is something like boardgamearena or boardtopia, which offer not just simple games but also the marketplace and matchmaking features of their own. They have established their own communities finding a niche (digital low fi board games) that Steam has neglected.

Re: WebGL Water

#49
post #42

I just went through comments from all the times this has been reposted in the past 10 years, and this is (so far) the first time there aren't any complaints about not working in their browser! I'm counting just the submissions that got >10 comments. The previous time, from 2017[1], was already quite good - there was only a single complaint, and that was about someone missing a WebGL extension this needs for floating…

Let me be the first then: Doesn't work on my Galaxy S8 - "This demo requires the OES_texture_float extension", so I guess it's the same issue.

Truth be told the phone is relatively old, but then again I haven't switched because it... still works and I assume many other owners made the same choice regarding their devices.

Re: WebGL Water

#50
post #42

I just went through comments from all the times this has been reposted in the past 10 years, and this is (so far) the first time there aren't any complaints about not working in their browser! I'm counting just the submissions that got >10 comments. The previous time, from 2017[1], was already quite good - there was only a single complaint, and that was about someone missing a WebGL extension this needs for floating…

It does not work on my galaxy a32 phone. I tried with both samsung internet and chrome.
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