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> and Flash 11 will probably beat WebGL in terms of audience adoption (if it hasn't already) I suppose you could be defining audience to only be talking about
by lftl 15y ago
> and Flash 11 will probably beat WebGL in terms of audience adoption (if it hasn't already)
I suppose you could be defining audience to only be talking about the desktop, and that's probably legitimate when talking about the next 1-2 years. But if you're talking about longer term then you have to consider the tablet/mobile market as figuring into a large portion of the audience. Neither flash nor WebGL is currently really viable there, but I'd definitely bet that WebGL has a better shot at making inroads than Flash.
- doomlaser 15y agoFlash already runs on a host of Android devices as a web plugin. WebGL isn't available on any mobile browsers yet afaik.
- lftl 15y agoIt runs pretty horribly though. I like that I have the option of using Flash if I really need it, but it's never anything close to a pleasant experience. In it's current form I wouldn't consider building anything in Flash if I wanted to target mobile devices in any way.
- doomlaser 15y agoHTML5's Canvas element runs just a poorly on mobile devices, if not actually worse.
- lftl 15y agoNo disagreement there from me. I think the core difference is I have no faith whatsoever in Adobe ever supporting iOS/Android/Whatever other popular mobile platforms may arrive adequately with Flash. They've barely managed it well on the desktop (Flash doesn't work well on OS X or Linux). However, I think there's a fair chance that at least Apple and Google might end up with good Canvas or WebGL implementations on some mobile devices. Further if the platform does gain enough momentum, it's open enough that anyone else interested in building a mobile platform will be able to build decent support into devices on their own without having to rely on Adobe (or any other 3rd party) to get their act together.