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Actually, they showed it running under the Unity plugin, but said they had a NaCl version somewhere else. Then, the VP said "it's a full 3D game, it's very rich, and it leverages a lot of HTML5 APIs". I wonder which HTML5 APIs the Unity plugin is leveraging.

Here's a good example of the headlines that went around:

Google IO 2010 reveals 3D Lego Star Wars running in Chrome with HTML5 http://www.casttv.com/video/eb54nk1/google-io-2010-reveals-3...

:)



> I wonder which HTML5 APIs the Unity plugin is leveraging.

There's no Unity plugin, it all runs on NaCl. And NaCl can communicate with the DOM so I guess that's the part, and the app can be stored in local storage.


There is a Unity plugin. You can download it here: http://unity3d.com/webplayer/

There is also currently experimental support for Unity running in NaCl instead.

http://blogs.unity3d.com/2010/05/19/google-android-and-the-f...

There appears to be some confusion about which was actually demo'd in the keynote, but either way the currently publicly available one is a plugin, and NaCl itself isn't HTML5 or a web standard even by the fuzzy definitions generally thrown around. It's still interesting tech though.


I know there is a unity plugin for browser, but the one being used at Google IO was running on NaCl (unless they lied about it), I don't know if it's already available or not to the general public. NaCl is not HTML5 but it's possible that the piss of bytecode is stored into the browser using HTML5 local storage so that you don't need to redownload the whole game every time you use it, just a guess though.


I know there is a unity plugin for browser, but they said at Google IO that it would run on NaCl, I don't know if it's already available or not to the general public. NaCl is not HTML5 but it's possible that the peace of bytecode is stored into the browser using HTML5 local storage so that you don't need to redownload the whole game every time you use it, just a guess though.




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