3 ms·
I'm sure you know this but for the record, they don't actually ignore backward compatibility, it features often as a concern in the dev discussions and they're
by fulafel 5y ago
I'm sure you know this but for the record, they don't actually ignore backward compatibility, it features often as a concern in the dev discussions and they're conscious of when they break it, and there can be deprecations[1].. it's a conscious tradeoff allowing development to go faster.
I'd argue Three.js beats native to make low upkeep & long lived end user (=portable) 3D apps, given all the churn, constant driver breakages necessitating new workarounds, proprietary-ness and fragmentation in 3D APIs. With Three you update to newer versions on your own time (if ever) and stuff doesn't break from under you. And in the decades long view WebGL 1 / WebGL 2 / WebGPU is used behind the scenes.
[1] example: https://github.com/mrdoob/three.js/pull/21777 https://github.com/mrdoob/three.js/pull/21777