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WebGL water scene

c1.goote.ch

71–80 of 115 posts

Re: WebGL water scene

#71

We made this almost three years ago, way before we had our tool and platform (Goo Create). I'm surprised it still runs :) The character uses more joints than some mobiles can handle (those with a vertex uniform limit of 128).

Actually, this is the one we made three years ago: http://labs.gooengine.com/pearl-boy/ The one linked to was a quick remake in Create...

Nice! That one allows for under-water (diving) rather than just above water.

Well, actually it doesn't, at least on my computer. The diving mode is simply black here.

Re: WebGL water scene

#72

Earlier quoted context omitted.

Actually, this is the one we made three years ago: http://labs.gooengine.com/pearl-boy/ The one linked to was a quick remake in Create...

The old one is much smoother on my laptop (first gen Intel HD Graphics) than the remake.

On my laptop it's smoother in Firefox than it is in Chrome and both are much better than Safari. It might be your browser ;-)

Re: WebGL water scene

#73
post #31

The audio is fine if that tab is not active but distorts when I switch to it. Otherwise very, very smooth.

I am experiencing this behavior as well. It's pretty odd, since I didn't think WebGL would affect the audio (outside of increased CPU load).

Re: WebGL water scene

#74
post #37

One thing that i've seen a couple of times now with these types of demos is that the animation is pretty smooth, but the music / sound is stuttering and noisy. Anyone has that as well? I'm using Chrome on a pretty beefy (16GB) MacBook Pro.

No stuttering or anything on Chromium 46 (Arch Linux on a Dell Inspiron 15 w/ 8GB ram & i3).

Re: WebGL water scene

#75
post #37

One thing that i've seen a couple of times now with these types of demos is that the animation is pretty smooth, but the music / sound is stuttering and noisy. Anyone has that as well? I'm using Chrome on a pretty beefy (16GB) MacBook Pro.

16 GB 2015 MBP retina here, Google Chrome. Both audio and visuals work perfectly.

Re: WebGL water scene

#76
post #50

Earlier quoted context omitted.

On some mobile ones. One thing that is regular on WebGL demos is that it is always a mixed experience on my devices ranging from Android 4.3 to 5.0. All are from Samsung and Asus. Native demos work 100% without hiccups.

I don't think you can ever expect the same level of quality and performance that you get with a native program that gets specifically compiled for a certain platform, and sometimes written specifically for it. With WebGL it is just JS, and with GooCreate you can make really cool scenes that can include interactivity (with state machine and no coding or with custom scripts) and then just press publish and have it avai…

I have been forced to take the battery out as a way to kill webgl pages on my mobile devices, due to the way they hogged the CPU.

Nice idea, execution is still lacking on mobile.

Re: WebGL water scene

#77

We made this almost three years ago, way before we had our tool and platform (Goo Create). I'm surprised it still runs :) The character uses more joints than some mobiles can handle (those with a vertex uniform limit of 128).

The audio is really choppy on Google Chrome 46.0.2490.86 m and a little warbly although not choppy on FireFox 35.0. Otherwise, still a pretty nifty demo.

Re: WebGL water scene

#79
post #12

Looks very nice apart from some minor details like water going through the boat. And runs very smoothly on my old Linux laptop with a built-in graphics card.

you really think the water in the boat is not intentional?

Re: WebGL water scene

#80
post #37

One thing that i've seen a couple of times now with these types of demos is that the animation is pretty smooth, but the music / sound is stuttering and noisy. Anyone has that as well? I'm using Chrome on a pretty beefy (16GB) MacBook Pro.

Think it's a Chrome thing, Safari is fine.
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