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Summer Afternoon – A WebGL Experiment

summer-afternoon.vlucendo.com

151–160 of 205 posts

Re: Summer Afternoon – A WebGL Experiment

#151
post #13

This is beautiful, and I think I made a friend in there. Amazing that this works on mobile (safari). Any notes on how it was made? Unity?

Threejs apparently

There's a lot of WASM in GUID-named binary blobs though (most of those have one JS file and one WASM file included, some only a JS file).

Does three.js make heavy use of WASM and bundle them in blobs with GUID names?

PS: yes it appears to be three.js, looking at other three.js demos they also have those blobs with one JS and one WASM file in them. I'm surprised three.js uses so much WASM!

Re: Summer Afternoon – A WebGL Experiment

#152
post #97
post #34

Oh 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

WebGL is stuck in 2011 hardware capabilities. What matters is what people are able to do with its features, basically something like a PlayStation 3. By the way, I might have some VRML book lost somewhere on my university boxes.

AAA games are way deep into diminishing returns for the last 10 years when it comes to rendering. A 2010 game with good art style can still look great if you run it on a high resolution display, while other games with much more impressive 2010-era rendering technology but poor art style have aged badly.

It makes little sense to reduce the quality of games to their rendering technology and 3D API of choice.

Re: Summer Afternoon – A WebGL Experiment

#154

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…

> Unity offers live editing in its application, but that doesn't apply to web; whereas modern threejs/babylonjs systems offer hot reloads.

It doesn't have to. The idea is that you'll develop the game as a desktop target, with all goodness such as live editing, and then just export the game to WebGL as a final step.

Re: Summer Afternoon – A WebGL Experiment

#156

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…

So happy to read in a top comment on HN that the future for web games is bright :-) We've been betting on it for a while[0] and it should only get better with WebGPU. Unity has issues indeed, unfortunately. The developer experience is shit. If you want to mitigate the user experience, you can use our open-source optimization package: https://github.com/CrazyGamesCom/unity-optimizations-package (feedback welcome!) [0]…

WebGL2 has just recently become production quality on all browsers, take all the WebGPU talk with a pinch of salt if you're interested shipping sometihng in the next few years.

(Practically, both are low level APIs and you'll probably be using something that can reasonably easily switch between WebGL2 and possible future WebGPU backends once they finish the spec and implementations start shipping and stabilizing and waiting for Safari)

Re: Summer Afternoon – A WebGL Experiment

#157

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…

So happy to read in a top comment on HN that the future for web games is bright :-) We've been betting on it for a while[0] and it should only get better with WebGPU. Unity has issues indeed, unfortunately. The developer experience is shit. If you want to mitigate the user experience, you can use our open-source optimization package: https://github.com/CrazyGamesCom/unity-optimizations-package (feedback welcome!) [0]…

[deleted]

Re: Summer Afternoon – A WebGL Experiment

#160

Opening this in Brave on an iPad immediately crashed and rebooted the device. I don't think that has ever happened to it.

Might want to reach out to a security researcher. It could be an exploitable bug.

Safari also has a bug bounty program so this could be worth $$. At least on the Chrome blog WebGL bugs regularly net people bounties.

(Example: https://chromereleases.googleblog.com/2022/08/stable-channel... - the bountied ANGLE and SwiftShader bugs are WebGL. You don't need to craft exploits at least in Chrome's program, just demo crashes that look concerning)

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