Wow, that's awesome. if you don't let the particles catch up w/ your mouse (and trace circles around them) the gather up in one place and turn white, resulting in some spectacular 'explosions'
If you let them catch up, you can make a sort of pink torus around the mouse.
WebGL: 80,000 particles
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Re: WebGL: 80,000 particles
#22Re: WebGL: 80,000 particles
#23It's hard not to imagine another cyclical shift towards browser centric development, away from rich client apps, when you have Chrome pulling off tricks like this. Things that would've seemed impossible in 2008, the last time everything was moving to the browser.
Give Apple/ARM/Intel/Samsung a few more cycles in mobile [more RAM, if nothing else!] and you might need to reconsider the disadvantages of native apps in favor of all the advantages that centrally hosted applications offer [no Apple fee, no pirating, continuous deployment, cross-platform, etc, etc.].
I long for a vibrant open-source project that builds quality widgets and elements for people to use inside this framework. Let's not pretend jQuery mobile et. al. are anywhere close.
Re: WebGL: 80,000 particles
#24Wow, that's awesome. if you don't let the particles catch up w/ your mouse (and trace circles around them) the gather up in one place and turn white, resulting in some spectacular 'explosions'
Re: WebGL: 80,000 particles
#25Is 80000 particles the limit? With Flash you could render +300000 particles years ago: http://www.unitzeroone.com/labs/alchemyPushingPixels/
here's another fast one in webgl: http://iacopoapps.appspot.com/hopalongwebgl/ reading the source, it has 280000 particles.
Re: WebGL: 80,000 particles
#26Re: WebGL: 80,000 particles
#27Re: WebGL: 80,000 particles
#28Re: WebGL: 80,000 particles
#29Is 80000 particles the limit? With Flash you could render +300000 particles years ago: http://www.unitzeroone.com/labs/alchemyPushingPixels/