11 ms·
Now we just need fullscreen and mouse grab support. Without those, first-person gaming in the browser is effectively impossible.
by daeken 15y ago
Now we just need fullscreen and mouse grab support. Without those, first-person gaming in the browser is effectively impossible.
- rorrr 15y agoFull screen is F11. It almost covers the mouse problem, too.
- daeken 15y agoIt doesn't cover the mouse problem for one simple reason: acceleration. Sure, I can tell when the pointer is on the border to my user-fullscreened window (I even have code to make sure that the user is fullscreened), but you suddenly lose track of acceleration. Since you can't grab and hide the cursor and just track raw movement deltas, you can't implement your own acceleration. That makes it impossible to do good mouse grab with current facilities.
- magicalist 15y agoI'm surprised you aren't already aware of this: the mouse lock API is being worked on in the W3C WebApps and Web Events working groups. Implementations in Chrome/Webkit and Firefox very soon, hopefully. http://www.w3.org/2010/webevents/charter/2011/Overview.html#mouselock http://www.w3.org/2010/webevents/charter/2011/Overview.html#...
- daeken 15y agoI'm aware of it, but it's just not there yet. It's very early stage -- just last month there were arguments about how to handle permissions around this even. It's at least 6 months from being mainline, if not longer.
- alexhaefner 15y agoActually, I think those problems will be solved before audio. Audio is in a terrible state with the web. We need a good 3D sound API. Flash? Ugh. Write the entire app in WebGL/JS/html and then go to flash?
- daeken 15y agoHave you played with the experimental sound API in Chrome? It's not perfect (latency is an issue for sure) but it's much, much better than what's out there otherwise. The Mozilla audio API is decent, but doesn't do 3d AFAIK.