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WebGL Water

madebyevan.com

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Re: WebGL Water

#111

Earlier quoted context omitted.

The fact that this runs like a dream in my browser on my $300 Acer laptop, on my second monitor, is actually unbelievable.

Yeah pretty amazing. You should respost it to HN!

Yeah, those guys are gonna love it!

Re: WebGL Water

#112

Earlier quoted context omitted.

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.

All internet "forums" have a human sitting at the other end, why do you feel the need to mention there's a human sitting on the other end? GP wasn't really "spewing negativity", just discouraging a certain culture of discussion that is genuinely bad (and uncommon) for HN.

What is "genuinely bad" is debatable. I disagree in this particular instance.

Re: WebGL Water

#113

Earlier quoted context omitted.

WebGPU is irrelevant : - iOS still doesn't support webgl 2.0 and webgl 1.0 is ancient - browsers suck for 3D content in other ways too (slow load times, impossible to controll cache/asset loading/storage, etc.) - the above sucks even more when you are on limited connectivity/offline - wasm load times also suck - browser input is terrible for 3D A lot of these could be fixed by providing some APIs but it's not in Appl…

Apple enabled WebGL 2.0 by default as of iOS 15.0, and Apple was the company who proposed WebGPU to the W3C (which was its own news story because Apple started the debate over shader language)

I didn't know that, nice it only took them 4 years.

WebGPU is like I said irrelevant since the platform is not enabling for these kinds of apps.

Re: WebGL Water

#114
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.

It works on my Galaxy S8 when I view the page from HN reader Materialistic :)

That's because it runs fine in Firefox Focus. The error message shows up in Samsumg Internet Browser and Chrome though.

(S8 is a great device. I don't want to "upgrade" - hate the notch on newer versions, the S8 still performs very well, and I don't know of any feature only in newer phones that I have a use worth paying for.)

Re: WebGL Water

#115

Earlier quoted context omitted.

WebGPU is irrelevant : - iOS still doesn't support webgl 2.0 and webgl 1.0 is ancient - browsers suck for 3D content in other ways too (slow load times, impossible to controll cache/asset loading/storage, etc.) - the above sucks even more when you are on limited connectivity/offline - wasm load times also suck - browser input is terrible for 3D A lot of these could be fixed by providing some APIs but it's not in Appl…

> - iOS still doesn't support webgl 2.0 and webgl 1.0 is ancient Right, it supports Metal and all the WebGPU implementations right now are using Metal. Apple was in fact the driving force behind WebGPU. I see where they are coming from, opengl (including webgl) is such a clusterfuck.

Agree, unfortunately Vulkan seems to repeat all the mistakes regarding tooling, extensions and expecting the community to come up with SDK like solutions, only at lower level, so a newbie suffers much less with OpenGL, despite its warts.

Re: WebGL Water

#116
So a lot of these are powered by the performance of GPU, is there any water implementation that's suitable to run on a CPU (doesn't have to realistic as long as it conveys the message)?

Re: WebGL Water

#118
post #115

Earlier quoted context omitted.

> - iOS still doesn't support webgl 2.0 and webgl 1.0 is ancient Right, it supports Metal and all the WebGPU implementations right now are using Metal. Apple was in fact the driving force behind WebGPU. I see where they are coming from, opengl (including webgl) is such a clusterfuck.

Agree, unfortunately Vulkan seems to repeat all the mistakes regarding tooling, extensions and expecting the community to come up with SDK like solutions, only at lower level, so a newbie suffers much less with OpenGL, despite its warts.

Exactly this. I've been trying to get a handle on Vulkan and it's just _dense_. The way it's written I feel like you basically have to understand GPUs inside and out to use it. There's no such thing as a 'reasonable default' to it. WebGPU is a bit better, but still quite dense. We absolutely need a standardized higher level interface to the hardware, but like you said, that's not what Vulkan is.
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