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Re:WebGL water scene by hccampos on Sunday November 29, 2015 @12:31PM (#10645286)
Because it runs in any browser, even mobile ones and requires basically 0 time for compilation and no plugins as opposed to unity, unreal or other engines.
Re:WebGL water scene by dave2000 on Sunday November 29, 2015 @07:19PM (#10646843)
On mobile, though, it's total!y non interactive. I can see a guy in a boat and that's it. It's like quakelive, except you can play quakelive against loads of people, not just stare at the title screen.
Re:WebGL water scene by goocoder on Monday November 30, 2015 @04:34PM (#10652020)
In the original old version there is a joystick for controlling the boat: labs.gooengine.com/pearl-boy/
Re:WebGL water scene by deanclatworthy on Monday November 30, 2015 @09:06AM (#10649392)
Except, that technically speaking what we are viewing at has been available on desktop for years. There is nothing cutting-edge about this demo, except that it's in a different shell.

I just don't quite understand why everyone is getting so excited about individual demos.

Re:WebGL water scene by pjmlp on Sunday November 29, 2015 @01:52PM (#10645567)
On some mobile ones.

One thing that is regular on WebGL demos is that it is always a mixed experience on my devices ranging from Android 4.3 to 5.0.

All are from Samsung and Asus.

Native demos work 100% without hiccups.

Re:WebGL water scene by hccampos on Sunday November 29, 2015 @03:15PM (#10645881)
I don't think you can ever expect the same level of quality and performance that you get with a native program that gets specifically compiled for a certain platform, and sometimes written specifically for it. With WebGL it is just JS, and with GooCreate you can make really cool scenes that can include interactivity (with state machine and no coding or with custom scripts) and then just press publish and have it available for millions of people... no need to compile for several minutes for each different platform and no need for huge downloads.
Re:WebGL water scene by pjmlp on Sunday November 29, 2015 @05:42PM (#10646427)
I have been forced to take the battery out as a way to kill webgl pages on my mobile devices, due to the way they hogged the CPU.

Nice idea, execution is still lacking on mobile.

Re:WebGL water scene by hccampos on Monday November 30, 2015 @02:46PM (#10651293)
Just like you have to kill any native app for mobile, even though a native app is obviously much more efficient. I think you are missing the point a bit... it is not about making the most performant or visually impressive thing out there. It is about how easy it is to make something that looks good, performs acceptably and runs pretty much everywhere with basically zero effort in terms of porting.
Re:WebGL water scene by pjmlp on Tuesday December 01, 2015 @01:26AM (#10653937)
Except your description only applies to desktop class machines.

I am not missing the point, as 99% of the WebGL demos I see being thrown around don't run out of the box on mobile devices that most people have, as you imply.