However, it crashed my iPad Safari, the first time I ran it (worked the second time, though).
Summer Afternoon – A WebGL Experiment
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Re: Summer Afternoon – A WebGL Experiment
#42I don't know if this is thanks to the speed of the app or Chromium's software renderer or just (semi-)modern CPUs, but I am super impressed. I had no idea you could do something like this without a GPU!
Edit: Whoops, I lied! I knew something had to be wrong here, so I checked. GPU Compositing is disabled. However, chrome://gpu reads "WebGL2: Hardware accelerated but at reduced performance" (whatever that means).
When I fully disable hardware acceleration, performance dips to something in the range of 1 fps. So, basically what you'd expect, and a lot less interesting!
Re: Summer Afternoon – A WebGL Experiment
#43Oh my, WebGL has come a long way since the late '90s I think I mean VRML but you know that don't you, you old farts you
Re: Summer Afternoon – A WebGL Experiment
#44I guarantee this game wasn't built with Unity: 1) Unity bad for building WebGL games. It does multiple conversions to make a WebGL build. Unity offers live editing in its application, but that doesn't apply to web; whereas modern threejs/babylonjs systems offer hot reloads. 2) And Unity is just unpleasant and bloated generally, for the last few years.
Plug for my game[0] if someone wants to see another WebGL experiment (that I devoted 10 years to...better not to ask lol). PS - WebGL supports WebXR, I've been in my world in VR!
0: earth.suncapped.com
Re: Summer Afternoon – A WebGL Experiment
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#49Re: Summer Afternoon – A WebGL Experiment
#50I looove this. I agree with the other commenters that this has a special feeling. And that the future for web games is bright. (For as long as Google is spearheading features with Chrome.) I guarantee this game wasn't built with Unity: 1) Unity bad for building WebGL games. It does multiple conversions to make a WebGL build. Unity offers live editing in its application, but that doesn't apply to web; whereas modern t…