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Summer Afternoon – A WebGL Experiment

summer-afternoon.vlucendo.com

131–140 of 205 posts

Re: Summer Afternoon – A WebGL Experiment

#131

Insanely cool demo. I’m amazed I can open this and it run at 60fps within a ~~second~~ on my iPhone. Crazy the power that I have with it, when it spends most of its time in my pocket or playing music. I wish we could show some of the early computer engineers some of this kind of thing.

I’m curious, how can you tell it runs at 60fps? Is there some debugging that can be turned on?

Re: Summer Afternoon – A WebGL Experiment

#134
post #33

Looks better than Meta's metaverse.

Yeah, the characters have legs !

If I implemented avatars in social VR I would also avoid legs. No legs is better than bad legs and good legs is very hard to achieve.

So the "no legs" thing is the correct design decision in many cases.

Re: Summer Afternoon – A WebGL Experiment

#135
post #98
post #87

Earlier quoted context omitted.

Don't stop there. You can also dynamically update the game program by sending WASM/JavaScripts via WebSocket/WebTransport. WebGL games will have a bright future. Also, this game is very well designed, I found all 5 secrets and I loved the process :)

No they won't, as native and streaming provide much better tooling and access to modern hardware features. All Flash indie games moved away from the browser, and don't have any reason to come back. Examples like this one are the exception.

A good developer knows how to utilize the features provided by the tools while endure it's limitations.

Tooling grow as the ecosystem grow, and modern hardware features don't necessarily give you a good game. There are many good games out there don't rely on modern hardware, and yet they are still fun to play.

It eventually comes down to how smart the developers are, not how many modern features gets utilized.

Plus, with help of game engines, a game can run on multiple platforms, including both native and WebGL. Some company might be interested in expanding into this territory.

Re: Summer Afternoon – A WebGL Experiment

#137

Can anyone recommend some chill games like this one, seems like an ok game for a kid to play. I remember the adventure game from the 90s where I was playing a little dog.

As far as graphic and feel goes, The Legend of Zelda: The Wind Waker maybe?

Re: Summer Afternoon – A WebGL Experiment

#138

Looks better than Meta's metaverse.

It does, I love the peaceful vibe it has. But to be fair this is conveying a lot less information about the individual players than Meta does. A "metaverse" is much harder problem than people imagine.

> A "metaverse" is much harder problem than people imagine.

I agree that it's complex, but probably not that complex not to have legs :)

Re: Summer Afternoon – A WebGL Experiment

#139
post #135
post #98

Earlier quoted context omitted.

No they won't, as native and streaming provide much better tooling and access to modern hardware features. All Flash indie games moved away from the browser, and don't have any reason to come back. Examples like this one are the exception.

A good developer knows how to utilize the features provided by the tools while endure it's limitations. Tooling grow as the ecosystem grow, and modern hardware features don't necessarily give you a good game. There are many good games out there don't rely on modern hardware, and yet they are still fun to play. It eventually comes down to how smart the developers are, not how many modern features gets utilized. Plus,…

That is why retrogaming is taking over the games industry.

Re: Summer Afternoon – A WebGL Experiment

#140

I 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…

> I guarantee this game wasn't built with Unity

It looks like you're right - the announcement tweet credits threejs and houdini [1]. I measured 13MB downloaded, of which most are fairly bloated "assets" (here's a 3MB blurry png, for some reason [2]), so the "engine" itself looks to be less than 1MB.

[1] https://twitter.com/vlucendo/status/1614983883866390530 [2] https://summer-afternoon.vlucendo.com/assets/images/clouds_t...

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