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This is really, really cool. 5 spheres moving at 100fps! I think that if the standard is widely supported, in 5 years we could have 7 spheres, maybe 8 !
@juanmedin maybe, just MAYBE his fps is limited at 100, so it's a constant 100 only because it can't go higher.
AND, he says he's coming from an actionscript background which means he's probably not THAT experienced, so his code could probably be optimized even though it wouldn't be necessary in this case.
Experiment yourself or go watch some of the other stuff out there.
As you will find out performance really isn't too bad.
Yes it probably is limited at 100 in order to ensure liveness of the rest of the browser. The bottleneck with WebGL is JavaScript, which won't be a problem much longer. You could probably buffer those spheres in VBOs and render fifty of them and still get an awesome FPS.
@jsparakov Hope not, but DirectX is a tech that I doubt would make it very far on the web due to its windows-only nature. All you'd get is "maybe" better performance on windows machines, but anything coded in it would not be cross-platform, which is against the very nature of the internet. With that said, I doubt Microsoft wont try it.
Just use Unity
monark616 1 year ago
i keep google search , but i cant find a good tutorial , do you mind give me the link of the site u learn from?
wizztjh 1 year ago
how is this any different/better than implanting a JOGL applet in regular HTML? give me an example. im not saying it isnt, i just dont know.
MustNotRead 1 year ago
It's worth noting that JavaScript execution in Chromium is currently many times faster than FireFox Minefield.
Large WebGL apps tend to look great in Chromium but awful in Minefield, which is just glacial by comparison.
xeolabs 1 year ago
This comment has received too many negative votes show
This is really, really cool. 5 spheres moving at 100fps! I think that if the standard is widely supported, in 5 years we could have 7 spheres, maybe 8 !
juanmedin 2 years ago
If you wanted to see more, then why don't you try it out for yourself?
I learnt and implemented this is about half a day (coming from an ActionScript background)
alexbustin 2 years ago
Alex, in no way this was an attack to you or your code. Not at all. It was a sarcastic comment about WebGL speed.
I'd love to see WebGL as a real "OpenGL for the web", but the current speed is not even close. The comment was mean to raise awareness about this.
Your code is useful because it shows the current state of WebGL.
juanmedin 2 years ago
@juanmedin
The 100 fps is most probably due to a setTimeout(f, 10) somewhere in alexbustin's code, rather than being a fundamental limit on WebGL's performance.
bitanarch 2 years ago 4
@juanmedin maybe, just MAYBE his fps is limited at 100, so it's a constant 100 only because it can't go higher.
AND, he says he's coming from an actionscript background which means he's probably not THAT experienced, so his code could probably be optimized even though it wouldn't be necessary in this case.
Experiment yourself or go watch some of the other stuff out there.
As you will find out performance really isn't too bad.
whattheima 2 years ago
Yes it probably is limited at 100 in order to ensure liveness of the rest of the browser. The bottleneck with WebGL is JavaScript, which won't be a problem much longer. You could probably buffer those spheres in VBOs and render fifty of them and still get an awesome FPS.
neocoders 2 years ago
11
durak2030 4 months ago
Let's hope Microsoft doesn't ruin the party with DirectX for the web. *shivers*
jsparakov 2 years ago 13
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@jsparakov If Microsoft creates DirectX for the web, then I hope that glge creates a DirectXbackend.
anotherelvis 1 year ago
@jsparakov Hope not, but DirectX is a tech that I doubt would make it very far on the web due to its windows-only nature. All you'd get is "maybe" better performance on windows machines, but anything coded in it would not be cross-platform, which is against the very nature of the internet. With that said, I doubt Microsoft wont try it.
res1233 7 months ago
The future of web-content is looking promising.
silverbakuk 2 years ago 2
You have to checkout the latest version of WebKit and compile/build it with 3d canvas enabled.
The nightly build does not have it enabled (yet). This is why I'm show it as a video. ;)
alexbustin 2 years ago
cool, where can i test it?
fofiux 2 years ago 2
Cool! :)
Daverix 2 years ago