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Summer Afternoon – A WebGL Experiment

summer-afternoon.vlucendo.com

201–205 of 205 posts

Re: Summer Afternoon – A WebGL Experiment

#202
post #87
post #65

I wonder. Since this runs in the browser, does it mean that we could dynamically use different assets based on device and bandwidth? Or start with lower res assets and progressively get better ones, like jpeg progressive downloads?

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 :)

Oh! I like the way you think. And you could also only load assets as needed (or, ideally, preload them intelligently).

Re: Summer Afternoon – A WebGL Experiment

#203
post #164

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…

Agree that close to the metal threeJS gets you best performance but don’t sleep on Unity WebGL. They announced at their Unite conference a few months ago they were gonna add proper mobile support for it. Nice to see them investing. Also shameless plug for [ https://spatial.io ]. With Unity’s URP we can get near AAA visual quality in the browser. Plus hosted multiplayer, chat, native web/mobile/vr apps, etc. The futur…

Unity is useless for web games. Period. I have the scar tissue to prove it. The whole asset management pipeline is just insanely hard to use. Can’t collaborate or even source version control across devs. Compilations suck. The whole box in a box is dumb. It wastes real estate. So much insane friction. Just because of 3d artists and fan boys the whole eco system is a waste of time. Open web tools with hot loading for devs is yeaaars ahead of Unity. And their performance will always suck.

Re: Summer Afternoon – A WebGL Experiment

#204
post #164

Earlier quoted context omitted.

Agree that close to the metal threeJS gets you best performance but don’t sleep on Unity WebGL. They announced at their Unite conference a few months ago they were gonna add proper mobile support for it. Nice to see them investing. Also shameless plug for [ https://spatial.io ]. With Unity’s URP we can get near AAA visual quality in the browser. Plus hosted multiplayer, chat, native web/mobile/vr apps, etc. The futur…

They've been saying they'll improve the WebGL experience for as long as I can remember.

Agreed. Not only that loading textures etc the whole pipeline is insanely complex.

Re: Summer Afternoon – A WebGL Experiment

#205
This runs pretty well on iOS, and looks amazing.

Just one bug I found: after running it for a few minutes, the sound started to distort and eventually all sound came out as static.

Other than that, it’s quite amazing, and I look forward to poking around on it again on my computer.

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