Live data from Hacker News

Show HN: WebGL Enabler for iOS

demoseen.com

31–40 of 60 posts

Re: Show HN: WebGL Enabler for iOS

#31
post #22
post #19

Earlier quoted context omitted.

Device data (touches, accelerometer, etc) are exactly what I meant by compatibility. Again, back to my point of it not being finished. I see that it wasn't your fault, but this is misleading and shady.

It's not misleading, it's just apparently not what you want. It does enable WebGL, it's free or cheap. Good work I think.

[[self mainFrame] setWebGLEnabled:YES];

yup good work man

Re: Show HN: WebGL Enabler for iOS

#32
post #28
post #14

Earlier quoted context omitted.

How have they sabotaged HTML Audio?

The biggest problem is definitely not the lack of OGG support but the disabling of autoplay on iOS: http://weblogs.vpro.nl/digitaal/2011/11/04/why-html5-audiovi...

Disabling autoplay on iOS is not unreasonable. I don't want autoplay anywhere, but I really would not expect opening a web page on my phone to start blaring random audio out the speakers. I wouldn't call that "sabotage", I'd call that "someone actually cares about what users expect". (That's leaving alone data concerns, especially with limited and expensive 3G data plans.)

Re: Show HN: WebGL Enabler for iOS

#33
post #14

Like how Apple has sabotaged the use of HTML5 Audio, I think it is unlikely they will enable WebGL. It provides developers an open platform for developing games, which conflicts with Apple's closed system agenda.

How have they sabotaged HTML Audio?

It's impossible to build an iOS game for Safari that has sound. They've limited the API by only allowing a single audio channel that can only be used during touchscreen actions. You can't programmatically play a sound, eg like when a collision occurs.

Re: Show HN: WebGL Enabler for iOS

#34
post #32
post #28

Earlier quoted context omitted.

The biggest problem is definitely not the lack of OGG support but the disabling of autoplay on iOS: http://weblogs.vpro.nl/digitaal/2011/11/04/why-html5-audiovi...

Disabling autoplay on iOS is not unreasonable. I don't want autoplay anywhere, but I really would not expect opening a web page on my phone to start blaring random audio out the speakers. I wouldn't call that "sabotage", I'd call that "someone actually cares about what users expect". (That's leaving alone data concerns, especially with limited and expensive 3G data plans.)

They could always allow you to mute sites by default. You see to be overly optimistic that they are doing it for the users good.

Re: Show HN: WebGL Enabler for iOS

#35
post #15
post #9

Earlier quoted context omitted.

The value is that people want to use WebGL now, as seen by the almost 1000 people who have downloaded the software over the last few days. However, I have no idea how one can put a price on something of this sort, which is why you could pay $0 or $500 for it if you want. I tend to believe that saving people from a couple of hours of tinkering (writing the same tweak I have, basically) is worth at least $1, but people…

But they're not "using" WebGL other than seeing a demo of it. There's absolutely no interaction. I bet at least half of your downloads expect they'll magically be able to have fully compatible WebGL games. Now that would be software worth paying for, provided it wasn't a settings toggle.

'Using' webgl is writing javascript. Text editors are widely available.

Re: Show HN: WebGL Enabler for iOS

#36
post #23
post #20

Earlier quoted context omitted.

I don't think you understand. All of these things are there. In addition, these have nothing to do with WebGL. You're painting this to be something that it's very much not. My tweak has been confirmed to work by everyone who has tried it, and it works quite nicely. You're saying that I'm being "misleading and shady", when in reality the full functionality is there.

Oh, I do understand. Congrats on practically leaking a incomplete beta and making money off of it.

No you don't understand. Or if you do, you are really bad at communicating.

Re: Show HN: WebGL Enabler for iOS

#37
post #21

Earlier quoted context omitted.

By not supporting Ogg Vorbis on Desktop and totally fucking it up on Mobile on purpose: http://www.phoboslab.org/log/2011/03/the-state-of-html5-audi... (Year old, but still valid)

I don't really call 'not supporting Ogg' sabotage. Joe Public doesn't care about Ogg . Never has, never will. How is not supporting Ogg for tags when the spec for tags doesn't require it 'sabotage'? The requirement for HTML5 to support Ogg was dropped very early on in 2007. It's not part of the standard. Apple have been fairly supportive of WebGL: it's been in the WebKit nightly builds for almost three years now, of…

Joe Public didn't care about AAC and Apple Lossless either before Apple started heavily pushing them on the iTunes Music Store. Apple doesn't use popularity as its metric when determining which formats to back.

Re: Show HN: WebGL Enabler for iOS

#39
post #38

Free, open-source, and ten months old. https://github.com/rpetrich/WebGLEnabler

I saw that after my first release, but 1) this is free-ish (you can choose to pay whatever amount you want) and open source ( https://github.com/daeken/WebGLEnabler ) as well, 2) mine works at the WebView level rather than Safari, and includes a toggle in settings.

That said, I would've used a different name had I known about that before I released.

Edit: Oh, I'm wrong. I could've sworn that his was just for Safari, but I just saw in the source that I'm wrong. He just works at the WebFrame level rather than WebView.

Re: Show HN: WebGL Enabler for iOS

#40
post #6

You're encouraging people to pay for this internal setting toggle, that Apple didn't default to 'On' for a reason (not being finished)? Where is the value in this? You are basically charging for Apples incomplete software.

This is exclusively for jailbroken phones. Shouldn't you be more upset at the people who are jailbreaking their phones?
Post reply on HN