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WebGL isn't fully supported on iOS, so there goes your nice little web game.
by ciroduran 7y ago
WebGL isn't fully supported on iOS, so there goes your nice little web game.
- unlinked_dll 7y agoIf you're an amateur and can't afford $100 dev license, why are you targeting a premium mobile platform that you'd need to test on? Just don't support ~~MacOS~~ [e: iOS, my b], this is what I mean by going the "amateur" route. If you don't care about distributing software professionally, then just don't deal with the headaches and costs.
- monkeywork 7y agoLast I checked MacOS wasn't a premium mobile platform... it's a general computing platform for desktops and laptops.
- unlinked_dll 7y agoI was replying to the comment that WebGL isn't fully supported on iOS.
- ChrisAntaki 7y agoLast year I was building web games* with Phaser. To better support iOS, I just changed the renderer to `canvas` when an iOS user agent was detected. In the end, the games worked pretty well on iOS devices. *Games I worked on: https://livegame.show/play/ride_v3 https://livegame.show/play/ride_v3 | https://livegame.show/play/pewpew_v6 https://livegame.show/play/pewpew_v6 | https://livegame.show/play/bubbleshooter3 https://livegame.show/play/bubbleshooter3 I will say though, Apple does seem to almost purposefully hold back the web on iOS. I suppose this makes native iOS apps, which must pay Apple 30% of their revenue, more appealing to users. On iOS, the Firefox and Chrome apps aren't allowed to include their own browser engines. They have to just wrap Safari webviews. On Android, the Firefox app is allowed to include it's own browser engine. An engine that supports adblocking extensions like uBlock Origin.
- fingerlocks 7y agoI think this is an issue with phaser. I’ve also made a bunch of web games with various frameworks, and webGL works fine on iOS in many other contexts. The js port of cocos2d is webGL compatible on iOS.