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WebGL Water

madebyevan.com

91–100 of 119 posts

Re: WebGL Water

#91
post #54
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's terribly slow on my Monterey OSX Safari, yet flawless on Chrome.

Works great on my Big Sur Safari...

Re: WebGL Water

#93
post #60
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…

Ineresting! The first line: "This demo requires a decent graphics card and up-to-date drivers." made me chuckle at the humbleness since I'm running this in Firefox on a 10 year old laptop. Buttery smooth (I'd say 60fps) at what seems full native resolution. I guess it's the "up-to-date" drivers part (or rather, browsers playing along with existing drivers) that makes the difference.

Apparently even graphics cards that are terrible at actual graphics can run this (GT 710) at full FPS.

Re: WebGL Water

#94
post #54
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's terribly slow on my Monterey OSX Safari, yet flawless on Chrome.

It is flawless on my 4 years old $200 phone...

Re: WebGL Water

#95
"This demo requires a decent graphics"

Even being from 2011, the fact that works right on a 2017 low end phone with low battery, is totally mind blowing

Re: WebGL Water

#96
post #83

Earlier quoted context omitted.

The browser is not an appropriate medium for games that need non trivial access to local storage and system input. Browser compatibility, and being subordinate to multiple third parties isn't great, either. Rather than fighting with browser limitations, it's easier to package, deliver, and maintain a stand-alone application. Steam isn't a major consideration once you've gone into the weeds of implementing software th…

This is changing. Browser has 0 friction distribution and security advantage other mediums don't have

That security advantage is the reason it's inappropriate for certain things. One of those things is i/o intercept. You don't want browsers to be able to do certain things that games or first class apps can.

Re: WebGL Water

#97
post #88

So the cool thing about this demo was that I remember when it was first submitted many years ago and thought it a cool demo that demonstrated the viability of WebGL which I expected to take off a lot quicker than it has. But I also recently came across madebyevan.com again by accident after researching the backing of different npm projects to assess which ones had good momentum or commercial backing behind them to as…

I'm not super familiar with this area, but from my vantage point, it seems like WebGL didn't really take off because of the awkward timing. Right around the time it was being developed, the industry started working on a replacement for OpenGL. Hopefully WebGPU fares better, because I think 3D web experiences are full of untapped potential.

Re: WebGL Water

#98

Earlier quoted context omitted.

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

By converting the whole ball movement into an object, you end up with a "pill".

The parent is talking about Continuous Collision Detection. A pill would be similar to the end result, but only at speed.

Re: WebGL Water

#99
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.

You may want to try temporarily disabling GPU blacklisting in chrome://flags or about: config (both Chrome and Firefox have this "feature"). There are a bunch of very specific hardware, OS version, driver version, and feature extension combinations that are disallowed in the browser.

Unfortunately, this feature is very obscure, not really explained anywhere, and no complete list of blocked configurations exists anywhere. I've heard that it's supposedly to protect from buggy implementations that might allow a sandbox escape exploit. But again, that's just hearsay, there's really no official, up to date documentation on any of this

Re: WebGL Water

#100

The 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.

That suddenly brought back a memory of the first 3d rendering code I did - it was written in Basic on an 8086 machine running DOS 2.1. Not only did it take several seconds to render, it was only an unshaded wireframe line drawing. To be fair, there were techniques available at the time to make it quite a bit faster that I didn’t know. But it still blows my mind a little bit every time I think about how far things have come since I was a kid.
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