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And most stuff I see done with it reminds me of late 90's games, while driving my fan full speed.

Only a few selected mobile devices are able to run WebGL. Those that do, have a tendency to drain the battery quite fast.



It's not so much a question of which device, but which browser. Chrome and Firefox provide WebGL well for Android, and once i0S 8 comes into the fold support will be pretty widespread.

   http://caniuse.com/webgl
WebGL is a presentation of OpenGL through the browser, so we leverage an existing skill set with an existing API. This is dramatically different from the case with VRML.

I, and a few others, use it for leading edge instructional design. http://www.vizitsolutions.com/portfolio/gausslaw/


> Chrome and Firefox provide WebGL well for Android

Most users stick to their system browsers.

Chrome still hides WebGL behind flags in devices that don't have any problem doing OpenGL ES 3.0.

> i0S 8 comes into the fold support will be pretty widespread.

In countries where the average income is above 400€.


Keep in mind that all Apple mobile devices will support WebGL starting with the next version of iOS. "A few selected" won't be true for long :)




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