If you're writing a new 2D game in HTML5 from scratch, you'll have a much larger market share by going after a slightly simpler (artistically) game using canvas, rather than trying to go for more horsepower with WebGL. We wrote a number of runtime checks, but we still could not account for all the bugs, or find ways around every one of them. Third, we found so many inconsistencies across different hardware and different browsers that it made it not worth it to work on a WebGL project for the time being, especially for a small team. For example, newly shipping MacBook Air's don't support WebGL. Secondly, hardware support for WebGL is very dismal right now. But if your user is on hardware like Intel X3100 graphics cards, then the WebGL context will run in software mode, performance will be dismal, and you as a developer don't have any real checks to see that. I can speak to WebGL as we've actually built some stuff on top of it.
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