javascript - Some questions about WebGL -


i learning opengl 3.3 , working on small game engine of mine.

but more explore feels offline pc games might become obsolete 1 day. games on browser.

i interested in integrating in browse long possible leverage same strength other non-browser game.

after little research found, webgl, runs on html 5's canvas.

now there several questions,

  1. does webgl can leverage same strength pc, non-browse product can?

  2. it shader based? or supports deprecated(i don't know if deprecated in webgl) fixed function rendering? learning shader based approach, don't want go fixed function pipeline.

  3. or have use other wrapper (copperlich or glge) shader support? (though, none of engines has shader support).

  4. is javascript way interact webgl? there way write webgl application using c/c++/java?

  5. is possible integrate other middleware webgl? (for example: bullet, phyx). have write interface using js connects native liberary?

  6. java application can integrated inside browser, have opengl interface using jogl or lwjgl. why webgl, when java can that?

  7. isn't javascript slow? choice?

  8. is possible run engine written using c/c++ using opengl, on webgl context? abstracting out rendering system or not possible @ all?

  9. is there possibiliry microsoft come webx (directx) instread of implementing webgl on ie?

  10. i think important part of webgl going be, default integration browser. so, don't have download plug-in play game, unity player unity3d or other plug-in particular game engine. can still play on freshly installed browser long supports webgl. open page , start playing. isn't right?

  11. is there alternate webgl, can provide "no plugin installation needed" launch?

  12. what stability issues? because game running in browser, responsiveness going play crucial role stability of game. should bother yet? browser bottleneck of game?

  13. what (major) things webgl don't support supported opengl 3.3 or later (i know webgl based on opengl es 2.0). have said earlier, working on own game engine based on opengl 3.3

rather yes/no, explanation or web reference help.

but more explore feels offline pc games might become obsolute 1 day. games on browser.

and if happens 15 years now, webgl or similar technology still there. no need rush.

after little research found, webgl, runs on html 5's canvas.

unless of course person running internet explorer.

your questions:

1: mean "same strengths?"

2: webgl javascript implementation of opengl es 2.0. yes.

3: see #2.

4: webgl javascript implementation of opengl es 2.0. it's javascript ;)

5: webgl javascript implementation of opengl es 2.0. bullet , such compiled libraries. unless start getting browser add-ons, libraries can use comes browser , whatever javascript tech want use.

note: i'm not javascript can directly interact browser add-ons. if can, via browser-specific api. may not possible @ all.

6: because java requires installing java runtime, add-on. javascript has more direct access browser. can interface html's dom, server-side communication via json or other mechanisms , like.

7: define "slow." browsers use form of jit, run "reasonably fast." have performance native code might have? no. again, making game need performance?

8: me now: webgl javascript implementation of opengl es 2.0. no interfacing c/c++ code isn't part of browser ;)

9: they're planning expose 3d rendering via silverlight soon. silverlight of course add-on.

10: yes.

11: no. nothing remotely cross-platform.

12: that's browser , driver dependent. webgl implementations still young, may still have maturation do.

13: complex question. may aware of this, but, webgl javascript implementation of opengl es 2.0 ;) means supports es 2.0 does, along whatever extensions implementation exposes. unlike regular desktop or mobile opengl implementations, implementation here has 2 parts: browser , hardware driver.

google's implementation of webgl translates webgl's opengl es 2.0 calls direct3d calls on windows desktop machines. allows them bit of stability (since opengl drivers, particularly on linux machines, flaky). cost google decides extensions support. firefox's webgl implementation goes straight desktop opengl or underlying opengl es 2.0 mobile devices. allows underlying implementation expose extensions webgl.

the base es 2.0, webgl guarantees, approximately equivalent desktop opengl 2.0. nothing desktop gl 3.x. there many opengl es extensions provide access more features, totality of them don't add desktop gl 3.x-level functionality yet.

ultimately, webgl not meant "hardcore games". might able implement some, it's primary purpose allow drawing 3d graphics. blistering speed , high-end physics not it's about.


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