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https://playcanv.as/p/MflWvdTW/ https://playcanv.as/p/MflWvdTW/ This isn't new at all, just one of the first things I found by googling "webgl demo." WebGPU o
by StilesCrisis 13d ago
https://playcanv.as/p/MflWvdTW/ https://playcanv.as/p/MflWvdTW/
This isn't new at all, just one of the first things I found by googling "webgl demo."
WebGPU of course goes even further.
I think the real gap is just that people by-and-large aren't building real games on top of Safari. It's more lucrative to use the app store with its low-friction payment system.
- pjmlp 13d agoAt the same level, as a commercial game, not a tech demo scene.
- simpleintheory 13d agoI made a project a while back to port Minecraft's desktop version to the web and it runs decently-ish on a good computer with WebGPU (but takes a really long time to load) [1]: https://owlcraft.raymondjxu.net https://owlcraft.raymondjxu.net
- pjmlp 13d agoWhich, again, aren't Infinity Blade graphics. Kudos on the work though.
- cyanregiment 13d ago[dead]
- thoughtbefore 13d ago[dead]
- mrguyorama 13d agoThis was functionally enabled by default by Minecraft being java, including the part where it was popularized by a java applet of a very early version. That ran well back in 2012 on shit hardware.
- StilesCrisis 13d agoThere are business-level issues with web based AAA games, as I was alluding to before. Apple has a two-click payment system. If you failed a Candy Crush level and you needed to get up from the couch and get your credit card out of your wallet to buy more turns, no one would ever do it.
- pjmlp 13d agoOne thing doesn't prevent the other, yet most Web 3D is hardly any better than Flash games, with worse tooling.
- rubylimetea 13d ago[dead]