4 ms·
All IMO of course, but programming HTML 5 Canvas apps today feels like having a late 1980s vintage CPU strapped to an early 2000s GPU. This is a really unbalan
by varelse 14y ago
All IMO of course, but programming HTML 5 Canvas apps today feels like having a late 1980s vintage CPU strapped to an early 2000s GPU. This is a really unbalanced combination IMO.
Given this imbalance, when I was at a recent employer, I suggested that exposing OpenCL or CUDA within the browser could lead to some really cool games and web apps. I was soundly shut down. Right around the same time, WebCL was announced: http://www.khronos.org/webcl/ http://www.khronos.org/webcl/.
But it doesn't seem like it's moving particularly fast, sigh...
- nextparadigms 14y agoOpenCL is going to become a big thing for games going into 2013 now that all new mobile GPU's will support it. Thew new GPU's will also support OpenGL ES 3.0, so I'm curious what kind of mobile games we'll see within a year or so.
- DanielRibeiro 14y agoEasel.js[1] makes it much easier. Actually it gets easier than Flash. [1] http://www.createjs.com/#!/EaselJS http://www.createjs.com/#!/EaselJS
- AshleysBrain 14y agoModern browser's HTML5 canvas is hardware-accelerated, so you most likely get a fully utilised late 2000s GPU. And since many games spend 90% of their time in rendering, the slower JS performance isn't a big deal.