3 ms·
One problem I quickly ran into when I played around with WebGL a decade ago was that browser support was both unstable (things would break unpredictably on ever
by T-A 4y ago
One problem I quickly ran into when I played around with WebGL a decade ago was that browser support was both unstable (things would break unpredictably on every update) and conditional. If you had the latest Nvidia GPU and drivers, it would mostly work. If you were on an older Nvidia GPU, AMD, or - heaven help you! - Intel integrated graphics, you would be lucky to see anything beyond a blank canvas.
You needed a recent gaming PC to run WebGL content. Why use it for that, when it could run vastly superior native games?
- olivermuty 4y agoI dont make games but I am the architect behind and owner of the company that develops V3Geo [0] (and another paywalled version for the oil industry) and it’s been years since we felt we had to worry about compability. Initially we needed a young priest, an old priest and a lot of luck for the setup to work properly on anything except for specifically pinned versions of Chrome but these days you can just whip up any smartphone and all our models render just fine. More advanced stuff that requires bleeding edge and to port old games, sure, but to relive the heydays of flash games every chance we had on the library computers?? Seems like we have had that possible for years now. [0] https://www.v3geo.com https://www.v3geo.com