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My biggest question with webgl is who is it targeted at? Certainly it can't be game developers because javascript is still way to slow to manage a game world and vector logic. Pipelining assets is also a big problem in html and I just can't see many devs taking it seriously as a way to deliver 3d games.


Check out my application: https://brainbrowser.cbrain.mcgill.ca (sorry if it's a little hard to use, I'm working on documentation but my user base usually knows what all the stuff means.)

It's in use by neuroscientist for a varity of stuff. I have users in almost all continents. (I need people in Australia and African Countries ;p)

There are many games that could be done with WebGL as it is today. Some little RTS games that could be fun. Zynga has proven that you don't need anything fancy to make money from games.

As for other applications, well I think http://ro.me is a great example of something that can be done with WebGL. I bought the CD just because of that video. It was brilliant marketing.


Your app is a great example as the requirements are very finite. Web games on the other hand seem better suited for 2D, since the requirements for 3D games are much larger.


You are there definitively some things that will need to change for 3D games to be possible in WebGL. LocalStorage limits (unless using the Chrome WebStore) is preventing games from store let say 300mb of data into your browser for later use. For bigger games we are talking about GB. The audio api is also in flux right now and isn't ready for prime time in my view but it's getting there. WebCL is another thing that could help. Game physics will probably make good use of WebCL.

But at the same time, games that can run on your iPad should be able to be made in WebGL with not to many issues. I'm looking at games like the new Age of Empires online (since I played that not to long ago). I feel that it's a game which could be implemented using WebGL and a larger local storage limit and proper WebSocket support.

I'm sure you will find that I'm very optimistic but my app barely pushes the capabilities of WebGL and new javascript APIs.


You can preload the assets and store them in the html5 app cache. If you've seen the webgl Quake 2 port you know that javascript is fast enough to do games, at least the lighter ones, like the stuff telltale makes.


WebGL can be the alternative to Flash games on the web. The performance can be better and the graphics more advanced.


But gpu accelerated 2D Canvas should provide that alternative, 3D games are another matter entirely.


I'm using it for a couple things. Initially I was just writing demo code to play around with it and take advantage of the ease of collaboration that the web gives you. Now, however, I'm building a MVP of an idea I've had in mind for a while where you can design a figurine of your kid/friend/partner/whatever and get it 3d printed -- WebGL makes it simple and easy.




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