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Summer Afternoon – A WebGL Experiment
171–180 of 205 posts
Re: Summer Afternoon – A WebGL Experiment
#172Earlier 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.
Re: Summer Afternoon – A WebGL Experiment
#173Can 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.
Re: Summer Afternoon – A WebGL Experiment
#174Re: Summer Afternoon – A WebGL Experiment
#175Can 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
#176Earlier 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…
(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
#177Re: Summer Afternoon – A WebGL Experiment
#178Earlier 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!
Re: Summer Afternoon – A WebGL Experiment
#179Re: Summer Afternoon – A WebGL Experiment
#180Earlier 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.
After a decade of WebGL existence.