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Summer Afternoon – A WebGL Experiment

summer-afternoon.vlucendo.com

171–180 of 205 posts

Re: Summer Afternoon – A WebGL Experiment

#172
post #97

Earlier quoted context omitted.

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.

I unironically prefer Valheim's graphics to any AAA game I've played. The scenes it sets are just perfect. I really enjoy the art style in the OP too.

Re: Summer Afternoon – A WebGL Experiment

#173

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.

"Shin chan: Me and the Professor on Summer Vacation" is a relatively new game on steam and switch. And of course the major slice of life games like stardew valley, animal crossing, harvest moon, rune factory etc. The Japanese quite like these stuff.

Re: Summer Afternoon – A WebGL Experiment

#175

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?

Wind Waker is nice, but it has a lot of sailing. Breath of the Wild would be a better game if you prefer walking/horse riding.

Re: Summer Afternoon – A WebGL Experiment

#176

Earlier quoted context omitted.

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…

If you look at it from the perspective of “when will I be able to support 99% of users”, it will absolutely take a few years, but from the perspective of “when will a WebGPU game have distribution to more people than a Steam game”, it could be a lot sooner. Gamers generally aren't the same people stuck on enterprise-pinned old browser versions, so once Chrome + Firefox have support the chances of someone in the target audience for a 3D game having a WebGPU-supporting browser on their system are pretty high.

(I’m assuming you’re talking about distribution rather than tooling, but I acknowledge the tooling will take a few years to catch up.)

Re: Summer Afternoon – A WebGL Experiment

#178

Earlier quoted context omitted.

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!

I think three.js is pure JavaScript, it may be some physics engine that uses WASM (like Rapier)

Re: Summer Afternoon – A WebGL Experiment

#180
post #97

Earlier quoted context omitted.

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.

Except I am yet to see any Web based game with PlayStation 3 like graphics, or to make it even more clear, Infinity Blade.

After a decade of WebGL existence.

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