2 ms·
I agree when it comes to benchmarking for speed in WebGL. It's much more of a pain when calculations come out wrong though. It's hard to anticipate all the wa
by jlokier 6y ago
I agree when it comes to benchmarking for speed in WebGL.
It's much more of a pain when calculations come out wrong though. It's hard to anticipate all the ways that might happen, check for them, and then find workarounds when you don't have the hardware where they go wrong.
As noted in this comment https://news.ycombinator.com/item?id=24026914 https://news.ycombinator.com/item?id=24026914 some of these problems appear to be browser-independent.
Bad calculations can ruin a game, not just due to visual glitches, but by revealing things that should be hidden, for example seeing through holes in walls caused by glitches.