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by fidotron 552 days ago
> Even with WebGL 2.0, there is nothing at the level of iOS and Android OpenGL ES 3.x games, after a decade.

I'm not so persuaded the barrier here is as technological as this forum is predisposed to believe, although I will concede that the Resident Evil iOS battery melter has no web equivalent to date.

The real problem is the web audience is wildly different to other platforms, and has very different expectations which prioritize speed of loading and then extreme long form engagement with little threat. This has created a very different ecosystem, and one that when it encounters something technically impressive goes "oh nice" then moves swiftly on to something else.

For example, you could 100% do Minecraft on the web today, with P2P multiplayer and everything else, and it's kind of revealing that this isn't a huge thing already.

1 comments

Infinity Blade, the game used by Apple to demo iOS OpenGL ES 3.0 in 2011, is the bare minimum.
But you absolutely could do Infinity Blade. No one does because it's not worth the effort. (I would argue this was true on iOS too - the games that made money did not look like Infinity Blade).

That recent Marble Madness a like https://news.ycombinator.com/item?id=42212644 was a far better fit for the audience on the web, and is not technically unimpressive, considering how smooth and responsive it is, along with the image quality.

And I don't have the same amount of assets, but in terms of rendering features this is more than Infinity Blade: https://luduxia.com/whichwayround/

Being worth the effort or not, doesn't change the fact it isn't available.

That recent example, was designed for desktop, for example, lacking gyro use, and doesn't respond well to touch.

That demo looks more like a PS2 kind of thing, 2000 technology.

I suggest you go and look at youtube videos of Infinity Blade, because that doesn't use physical lighting models or even have real time shadowing of any kind. It is all just big textures covering 90% of the screen.

You have very serious rose tinted spectacles.

I know how it was, and yet regardless of your glasses remark, where are all those great WebGL 2.0 games?

All really impressive rendering taking place on the browser are ShaderToy samples and demoscene competition entries.

> where are all those great WebGL 2.0 games?

That is my point: there isn’t a technological barrier. It is a business one.

If you made Infinity Blade and put it on the web today what would you get in return for your efforts? Complaints about how it runs better on newer devices than some six year old low end Android running Firefox, and people trying to hack it to change the assets and repackage it on crazygames.

You definitely would not recover your dev cost.