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WebGL Water

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Re: WebGL Water

#61
post #52
post #49

Earlier quoted context omitted.

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.

I replied almost at the same time as yours and my phone is galaxy a32 and getting the same error message as yours.

It works in Firefox on my a32

Re: WebGL Water

#62
post #52
post #49

Earlier quoted context omitted.

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.

I replied almost at the same time as yours and my phone is galaxy a32 and getting the same error message as yours.

It works fine on my Samsung A8 using Firefox Nightly, but not on FireFox 68.

Re: WebGL Water

#63

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."

There’s Shadertoy and Three.js although the main reason we don’t see many 3D web games is both Steam being where the money is, portability to consoles and asset size. The latter in particular makes the web unattractive to game developers used to delivering gigabytes. It’s a different mode of production and people won’t make that switch en masse until someone proves it out. Now Blender is really good we’re seeing a lo…

The Xbox actually has a working browser:

https://www.youtube.com/watch?v=vw_4kiYvEmE

Re: WebGL Water

#65
post #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.

Is it the Mali (Exynos) or the Adreno (Snapdragon) variant?

I doubt either would actually lack float texture support though. The WebGL implementation perhaps has weird requirements for when to allow this extension.

Re: WebGL Water

#66
At first I thought it was just doing bump mapping on the water surface (with some hack for the caustics)... then I dragged the sphere. Pretty impressive.

Re: WebGL Water

#67
post #13

Earlier quoted context omitted.

Easy, so many reasons beyond just blaming Apple, - 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 attempt…

I tried to do mobile web gamedev and found it impossible: both Apple and Google break mobile web games in different ways, I presume because it could threaten the 30% cut their mobile stores get. For example, the HTML5 Minecraft I've never seen run properly in a mobile web browser: https://classic.minecraft.net/ Mobile Safari: - Forever lacked >WebGL 1.0 - WebGL very slow compared to native - Won't let you use acceler…

> the HTML5 Minecraft I've never seen run properly in a mobile web browser:

> https://classic.minecraft.net/

I think that site just doesn't grok touch. Tech-wise, I believe it would run okay on modern phones if the controls were sorted out.

Re: WebGL Water

#68
Doesn't work in Brave on Android (S10):

Uncaught Error: This demo requires the OES_texture_float extension

Re: WebGL Water

#69

Earlier quoted context omitted.

There’s Shadertoy and Three.js although the main reason we don’t see many 3D web games is both Steam being where the money is, portability to consoles and asset size. The latter in particular makes the web unattractive to game developers used to delivering gigabytes. It’s a different mode of production and people won’t make that switch en masse until someone proves it out. Now Blender is really good we’re seeing a lo…

The Xbox actually has a working browser: https://www.youtube.com/watch?v=vw_4kiYvEmE

Yeah we shipped by accident on it thanks to that: https://twitter.com/bobbydigitales/status/144144607851193959...

You can even plug a keyboard and mouse in and use all our game editors.

Re: WebGL Water

#70
post #49

Earlier quoted context omitted.

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.

Is it the Mali (Exynos) or the Adreno (Snapdragon) variant? I doubt either would actually lack float texture support though. The WebGL implementation perhaps has weird requirements for when to allow this extension.

Exynos.

I checked and indeed it's not listed when looking at chrome://gpu

Works on Firefox though.

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