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Re:Jellyfish Simulation using Javascript, WebGL by RyanMcGreal on Wednesday April 20, 2011 @11:32AM (#2467015)
I tried to run it in Firefox 4.0 and Chrome 10.0.648.204, but in both cases it returned an alert with the message, "This website requires WebGL. Try running Chrome 9+ or Firefox 4+".
Re:Jellyfish Simulation using Javascript, WebGL by allenp on Wednesday April 20, 2011 @02:51PM (#2467870)
Do you have WinXP? I think WebGL is disabled by default in XP because of instability (at least in Chrome).
Re:Jellyfish Simulation using Javascript, WebGL by RyanMcGreal on Wednesday April 20, 2011 @10:35PM (#2469248)
I just ran it on Chrome 10.0.648.205 on Ubuntu 10.10 and I get the same error.
Re:Jellyfish Simulation using Javascript, WebGL by codedivine on Thursday April 21, 2011 @03:55AM (#2469768)
I don't think any browser supports WebGL on Ubuntu yet.

edit: On Ubuntu, first close all chrome windows. Then start chrome with the command-line option "--ignore-gpu-blacklist" and it works.

Re:Jellyfish Simulation using Javascript, WebGL by andrenotgiant on Wednesday April 20, 2011 @11:50AM (#2467084)
I think that might have something to do with the underlying GPU capabilities of your computer, happened to me as well with Chrome 12!
Re:Jellyfish Simulation using Javascript, WebGL by KirinDave on Wednesday April 20, 2011 @12:14PM (#2467180)
Your browser is not checking your graphics card.

It's an error in the version detection.

Re:Jellyfish Simulation using Javascript, WebGL by thwarted on Wednesday April 20, 2011 @01:17PM (#2467468)
This is why we should be checking for capabilities/features and not version. And part of this is reporting the correct, helpful error message when the capability isn't there, and not just say they have the wrong version.

I still have this problem with 64 bit flash on Linux, which adobe has decided to use a different format version string for.

Re:Jellyfish Simulation using Javascript, WebGL by rfurmani on Thursday April 21, 2011 @02:40PM (#2471754)
It is checking for capabilities and not version: try { gl = canvas.getContext( "experimental-webgl") ; gl.viewportWidth = docWidth; gl.viewportHeight = docHeight; } catch(e) { } if (!gl) { alert("This website requires WebGL. Try running Chrome 9+ or Firefox 4+"); }
Re:Jellyfish Simulation using Javascript, WebGL by techiferous on Wednesday April 20, 2011 @11:57AM (#2467111)
Yep, it's not the Chrome version. It works fine for me using Chrome 10.0.648.204.
Re:Jellyfish Simulation using Javascript, WebGL by zerosanity on Wednesday April 20, 2011 @01:13PM (#2467454)
I'm trying with FF4 and Chrome 11 with a GeForce 9600 GT and it still gives me the error message.
Re:Jellyfish Simulation using Javascript, WebGL by jrsmitchell on Wednesday April 20, 2011 @03:25PM (#2468006)
GPU acceleration is off by default in Chrome 10 on Windows XP.

It worked for me when I started Chrome with: chrome.exe --enable-webgl --ignore-gpu-blacklist

Re:Jellyfish Simulation using Javascript, WebGL by azakai on Wednesday April 20, 2011 @02:48PM (#2467855)
Works great here on Firefox 4, so maybe a problem with your graphics card drivers? Do any other WebGL demos work?
Re:Jellyfish Simulation using Javascript, WebGL by websg-x on Wednesday April 20, 2011 @11:16PM (#2469318)
Mozilla maintains a wiki on blocked video drivers and how to force enable them for each os/platform.

https://wiki.mozilla.org/Blocklisting/Blocked_Graphics_Drive...

Re:Jellyfish Simulation using Javascript, WebGL by nitrogen on Wednesday April 20, 2011 @05:04PM (#2468372)
I had to go to about:config and force WebGL enabled on Firefox 4 on XP with a Geforce 8800GT.
Re:Jellyfish Simulation using Javascript, WebGL by demallien on Wednesday April 20, 2011 @12:28PM (#2467239)
Performance is heavily bound by the GPU on my system - Chrome goes from sucking up 60% of my CPU down to just 7% when I launch the demo(OK, I've got crappy Intel integrated graphics, but still). I consider that to be a good demonstration that JavaScript performance is now capable of driving detailed 3D scenes.
Re:Jellyfish Simulation using Javascript, WebGL by prewett on Wednesday April 20, 2011 @02:32PM (#2467774)
Looks really cool! Not having much experience with oceans, it's a little weird to see the jellyfish swimming sideways; I'm assuming they mostly swim "up"?
Re:Jellyfish Simulation using Javascript, WebGL by sambeau on Wednesday April 20, 2011 @03:22PM (#2467998)
If they only swam up they would soon run out of sea!
Re:Jellyfish Simulation using Javascript, WebGL by prewett on Wednesday April 20, 2011 @06:47PM (#2468712)
:) I was assuming sort of an up-and-sideways kind of up, and maybe they sink down when they hit the top and go up-and-sideways again. Jellyfish just don't seem like the right-angles-to-the-surface sort of swimmers to me, but like I say, I have no experience with jellyfish, not even seeing them on nature shows.
Re:Jellyfish Simulation using Javascript, WebGL by zacharycohn on Thursday April 21, 2011 @01:40AM (#2469571)
As someone who has swam through jellyfish, they totally swim sideways.
Re:Jellyfish Simulation using Javascript, WebGL by niels_olson on Wednesday April 20, 2011 @08:59PM (#2469049)
which is usually exactly what they do. Go to Boston Harbor in the summer.
Re:Jellyfish Simulation using Javascript, WebGL by Mavrik on Wednesday April 20, 2011 @12:21PM (#2467208)
sigh

Running @ 45fps on a computer that runs Crysis 2 @ 60 FPS on extreme settings. Performance of WebGL is still abysmal and unusable it seems.

Re:Jellyfish Simulation using Javascript, WebGL by peregrine on Wednesday April 20, 2011 @01:33PM (#2467536)
Which I can argue is pretty good for beta software, with very little heavy commercial use driving performance down. I also highly doubt the chrome/firefox team has enough resources allocated to truly make webgl a high performance thing yet. Regardless this is still faster then using canvas directly.
Re:Jellyfish Simulation using Javascript, WebGL by jws on Wednesday April 20, 2011 @02:15PM (#2467702)
Don't go to a movie theater. They call it "moving pictures" when they sell you the ticket, but it is only 24 frames per second, and the individual frames don't move. Bogus.
Re:Jellyfish Simulation using Javascript, WebGL by naz on Wednesday April 20, 2011 @03:28PM (#2468018)
Movies have motion blur which smooths out the judders of a low framerate
Re:Jellyfish Simulation using Javascript, WebGL by iamwil on Wednesday April 20, 2011 @05:44PM (#2468509)
In addition, human eye can detect flicker better in a bright room, vs a dark one. That's why movies can get away with 24 fps, and not something higher.

That said, you don't need 60fps to enjoy what you're watching unless you're playing games.

Re:Jellyfish Simulation using Javascript, WebGL by akira on Thursday April 21, 2011 @02:48AM (#2469694)
This is not very optimized app. There is a lot of overdraw for the volumetric effect and jellyfish transparency which kills the performance most of all. Also, animations are done in vertex shader on a high poly geometry and the shader itself could be much more efficient in doing that.

Im sure you cant run Crysis 2 in WebGL but you can still squeeze out a lot of performance out of it. Im excited to see what other people are going to make with it.

Re:Jellyfish Simulation using Javascript, WebGL by pygy_ on Wednesday April 20, 2011 @08:31PM (#2468996)
Counterpoint:

I get 30 FPS on a machine with an Intel E2180 @2GHz processor and a GeForce 8400 GS...

Chrome 10 on WinXP 32bit.

Re:Jellyfish Simulation using Javascript, WebGL by ebtalley on Wednesday April 20, 2011 @01:15PM (#2467464)
My first thought was rate limiting, I tweaked the settings for speed and still capped out at 50fps.
Re:Jellyfish Simulation using Javascript, WebGL by huntero on Wednesday April 20, 2011 @08:50PM (#2469031)
Honestly, this is the first time I've ever caught myself saying "Wow!" out-loud when visiting a website.

But, I think there is some issue with the framerate reporting. It was indicating between 40 and 60fps on my machine, but performance was fairly choppy.

Re:Jellyfish Simulation using Javascript, WebGL by WesleyJohnson on Wednesday April 20, 2011 @12:24PM (#2467222)
Using Chrome 11.0.696.50 beta here. It took a while to setup in that I got a partial skybox and a few jellyfish popping up and then a few more and then a few more after that. I thought the camera or scene was changing because it was so jarring. Once setup though, it works pretty well.

I get 8-9fps with the default settings. Reducing the count of Jellyfish to 5 gave me closer to 20fps. Reducing it to 1 and turning off Skybox and Particles gave me about 40fps, but didn't look nearly as cool.

Very nice demo.

Re:Jellyfish Simulation using Javascript, WebGL by reedlaw on Wednesday April 20, 2011 @01:05PM (#2467423)
Surprisingly it works fine in Ubuntu with Chrome 10. I'm glad Chrome development progresses on Linux evenly with Mac and Windows as compared to Skype which lags behind.
Re:Jellyfish Simulation using Javascript, WebGL by pyre on Wednesday April 20, 2011 @07:05PM (#2468769)
With Skype, Windows is in the lead, with Mac trailing a ways behind, and Linux even further behind. Though with the reception of the latest Skype version for Mac, maybe it's a good thing that Linux is lagging behind.
Re:Jellyfish Simulation using Javascript, WebGL by mcdaid on Thursday April 21, 2011 @04:35AM (#2469823)
This is really good, it would be good if there was a way to use these kind of things as screen savers. There are so many good browser visualizations!
Re:Jellyfish Simulation using Javascript, WebGL by markkanof on Wednesday April 20, 2011 @01:19PM (#2467481)
Very cool. I got about 50 FPS on a VMWare Fusion virtual machine. Granted it had my two virtual CPUs up around 90% usage, but still impressive.
Re:Jellyfish Simulation using Javascript, WebGL by cnlwsu on Wednesday April 20, 2011 @11:47AM (#2467076)
looks beautiful in chrome 10
Re:Jellyfish Simulation using Javascript, WebGL by tlrobinson on Wednesday April 20, 2011 @05:07PM (#2468381)
It's telling me I'm getting ~15 fps but it looks more like 2 fps to me. MBP, Chrome 10.

EDIT: restarted Chrome, it's working much better now.

Re:Jellyfish Simulation using Javascript, WebGL by anigbrowl on Wednesday April 20, 2011 @12:36PM (#2467283)
Impressive despite the performance issues - I got OK FPS but it tended to stutter. I'm using a cheapie GPU though.
Re:Jellyfish Simulation using Javascript, WebGL by theschwa on Wednesday April 20, 2011 @03:40PM (#2468055)
Can someone post a screen shot for those of us whom it's not working?
Re:Jellyfish Simulation using Javascript, WebGL by slug on Wednesday April 20, 2011 @06:29PM (#2468656)
You can check the author's blog, he has a few videos on how he made it, in particular one where he uses a kinect interface: http://blog.aleksandarrodic.com/?p=60

I'm running firefox 4 (linux ubuntu 64bit) and it works fine.

Re:Jellyfish Simulation using Javascript, WebGL by argarg on Wednesday April 20, 2011 @04:06PM (#2468149)
http://i.imgur.com/r7SVE.png

It's all moving very smoothly and realistically for me on Chrome 12. You can also move your mouse to move around. Cool stuff.

Re:Jellyfish Simulation using Javascript, WebGL by skymt on Wednesday April 20, 2011 @04:02PM (#2468137)
Re:Jellyfish Simulation using Javascript, WebGL by iwjames on Thursday April 21, 2011 @08:02AM (#2470296)
Neato. I want to see a game made out of this.
Re:Jellyfish Simulation using Javascript, WebGL by lupatus on Wednesday April 20, 2011 @01:04PM (#2467418)
Holy crap this is cool!
Re:Jellyfish Simulation using Javascript, WebGL by lupatus on Wednesday April 20, 2011 @04:43PM (#2468294)
How long did it take you to create this?
Re:Jellyfish Simulation using Javascript, WebGL by akira on Thursday April 21, 2011 @02:43AM (#2469684)
2 weeks for the first demo: http://aleksandarrodic.com/p/jellyfish/

Then about two months for the rest of the stuff

Re:Jellyfish Simulation using Javascript, WebGL by Skywing on Wednesday April 20, 2011 @11:24AM (#2466973)
this is impressive.
Re:Jellyfish Simulation using Javascript, WebGL by jerome_etienne on Wednesday April 20, 2011 @11:22AM (#2466963)
+1 for webgl :)
Re:Jellyfish Simulation using Javascript, WebGL by Swizec on Wednesday April 20, 2011 @11:36AM (#2467031)
Very shiny and pretty, but dear god I could hardly type in skype, it was printing out characters at a pace of 0.3/second.