[HN Gopher] WebGL Water
___________________________________________________________________
WebGL Water
Author : ag8
Score : 339 points
Date : 2021-11-29 03:27 UTC (19 hours ago)
(HTM) web link (madebyevan.com)
(TXT) w3m dump (madebyevan.com)
| zurn wrote:
| I just went through comments from all the times this has been
| reposted in the past 10 years, and this is (so far) the first
| time there aren't any complaints about not working in their
| browser! I'm counting just the submissions that got >10 comments.
|
| The previous time, from 2017[1], was already quite good - there
| was only a single complaint, and that was about someone missing a
| WebGL extension this needs for floating point textures.
|
| [1] https://news.ycombinator.com/item?id=14432809
| bestest wrote:
| It's terribly slow on my Monterey OSX Safari, yet flawless on
| Chrome.
| danaris wrote:
| Works great on my Big Sur Safari...
| garblegarble wrote:
| Might be worth checking if your Mac is in low-power mode? On
| my M1 Max, on low power it's a bit laggy but on normal mode
| it's snappy (Monterey, Safari 15.1). Safari appears to
| resource-limit WebGL in Low Power mode, whereas
| Firefox/Chrome don't
| ta988 wrote:
| It is flawless on my 4 years old $200 phone...
| WA wrote:
| Flawless on iOS 15 Safari
| nothis wrote:
| Ineresting!
|
| The first line: "This demo requires a decent graphics card and
| up-to-date drivers." made me chuckle at the humbleness since
| I'm running this in Firefox on a 10 year old laptop. Buttery
| smooth (I'd say 60fps) at what seems full native resolution.
|
| I guess it's the "up-to-date" drivers part (or rather, browsers
| playing along with existing drivers) that makes the difference.
| seanw444 wrote:
| Apparently even graphics cards that are terrible at actual
| graphics can run this (GT 710) at full FPS.
| sigg3 wrote:
| Getting:
|
| "Uncaught Error: This demo requires the OES_texture_float
| extension"
|
| That's a Mozilla browser on Android though.
| SergeAx wrote:
| I think it's your phone, not software. Got it working on
| Mozilla @ Xiaomi Mi 8, quite dated model.
| Tade0 wrote:
| Let me be the first then: Doesn't work on my Galaxy S8 - "This
| demo requires the OES_texture_float extension", so I guess it's
| the same issue.
|
| Truth be told the phone is relatively old, but then again I
| haven't switched because it... still works and I assume many
| other owners made the same choice regarding their devices.
| moron4hire wrote:
| You may want to try temporarily disabling GPU blacklisting in
| chrome://flags or about: config (both Chrome and Firefox have
| this "feature"). There are a bunch of very specific hardware,
| OS version, driver version, and feature extension
| combinations that are disallowed in the browser.
|
| Unfortunately, this feature is very obscure, not really
| explained anywhere, and no complete list of blocked
| configurations exists anywhere. I've heard that it's
| supposedly to protect from buggy implementations that might
| allow a sandbox escape exploit. But again, that's just
| hearsay, there's really no official, up to date documentation
| on any of this
| Tade0 wrote:
| I happen to know it, because for _years_ there was an issue
| with hardware acceleration in Chrome on Mali cards
| (something something EXT_robustness), so I just chalked it
| up as the same sort of fuckery.
|
| Thanks for reminding though.
| zurn wrote:
| S8 was released in 2017, for anyone else curious.
| jlokier wrote:
| It works on my Galaxy S8 when I view the page from HN reader
| Materialistic :)
|
| That's because it runs fine in Firefox Focus. The error
| message shows up in Samsumg Internet Browser and Chrome
| though.
|
| (S8 is a great device. I don't want to "upgrade" - hate the
| notch on newer versions, the S8 still performs very well, and
| I don't know of any feature only in newer phones that I have
| a use worth paying for.)
| TazeTSchnitzel wrote:
| Is it the Mali (Exynos) or the Adreno (Snapdragon) variant?
|
| I doubt either would actually lack float texture support
| though. The WebGL implementation perhaps has weird
| requirements for when to allow this extension.
| Tade0 wrote:
| Exynos.
|
| I checked and indeed it's not listed when looking at
| chrome://gpu
|
| Works on Firefox though.
| [deleted]
| amh1 wrote:
| I replied almost at the same time as yours and my phone is
| galaxy a32 and getting the same error message as yours.
| plekter wrote:
| It works in Firefox on my a32
| amh1 wrote:
| Yes. By seeing your comment, I just installed firefox and
| tested.It works fine.
| cmroanirgo wrote:
| It works fine on my Samsung A8 using Firefox Nightly, but
| not on FireFox 68.
| amh1 wrote:
| It does not work on my galaxy a32 phone. I tried with both
| samsung internet and chrome.
| zurn wrote:
| Looked up the release date for this phone: January 2021.
| WithinReason wrote:
| I get:
|
| 400 Bad Request, You have attempted to access this site via TLS
| (HTTPS), but it is not configured for TLS access.
|
| Probably because I have "dom.security.https_only_mode" enabled
| in Firefox
| mkl wrote:
| I'm disappointed "toggling gravity" doesn't actually toggle
| gravity, just changes the density of the ball.
|
| Edit: Looks like I'm wrong about the density. When you load the
| page the "gravity" _of the ball_ is actually off (but it 's at
| the bottom, so it looks like it's on and dense), and pressing G
| lets it float up.
|
| It's not turning off gravity though. If there was no gravity, the
| water wouldn't pool at the bottom, so I was hoping to see blobs
| of water floating around.
| darkwater wrote:
| mmmh first thing I tried was putting the ball outside the water
| and it levitated there. Technically speaking yeah, it could
| still just be density even in that case, but it would also make
| sense as gravity (indeed the ball felt into the water as soon
| as I activated gravity).
| TobTobXX wrote:
| Huh? When I toggle G, the ball is locked in place. Not exactly
| what I'd call "toggling gravity" (except for very large
| masses), but it's sufficiently useful (I can toggle G and then
| drag the ball our, wait for the water to settle and then drop
| it with G).
| ashfromstralya wrote:
| friggen beautiful !
| ashfromstralya wrote:
| Mate, this is beautifal !
| firloop wrote:
| (2011)
|
| Previous threads:
|
| https://news.ycombinator.com/item?id=7264103
|
| https://news.ycombinator.com/item?id=2884141
|
| https://news.ycombinator.com/item?id=8867979
|
| https://news.ycombinator.com/item?id=14432809
| waynecochran wrote:
| This is very cool and very old.
| mythz wrote:
| So the cool thing about this demo was that I remember when it was
| first submitted many years ago and thought it a cool demo that
| demonstrated the viability of WebGL which I expected to take off
| a lot quicker than it has.
|
| But I also recently came across madebyevan.com again by accident
| after researching the backing of different npm projects to assess
| which ones had good momentum or commercial backing behind them to
| assess their long-term viability, and noticed a lot of npm
| projects (~2M weekly) relying on esbuild [1] as a fundamental
| part of their build system due to its amazing performance [1].
|
| All good except that the foundational part of many npm projects
| feature is mostly being maintained by a single developer [2], a
| @evanw who was also prolific in responding to esbuild's issue
| catering for different peoples issues & feature requests. I
| didn't think this level of investment in a popular OSS project
| was sustainable and hoped they had good sponsorship behind them,
| but was surprised that @evanw [3] didn't have sponsorships
| enabled which I thought strange as most authors of popular npm
| projects have good sponsorship, but upon further research it's
| because Evan Wallace's day job is as the CTO and cofounder of
| Figma - a popular company with ~10B valuation.
|
| Which is great in that esbuild isn't at risk of being
| sporadically abandoned from its lead developer joining a
| new/demanding startup, on the other hand a foundational project
| in npm's ecosystem is being developed in the spare time of a Co-
| founder & CTO of a ~10B Co - who also creates great demos :)
|
| [1] https://github.com/evanw/esbuild
|
| [2] https://github.com/evanw/esbuild/graphs/contributors
|
| [3] https://github.com/evanw
| ChrisMarshallNY wrote:
| Obligatory XKCD: https://xkcd.com/2347/
| danielvaughn wrote:
| I'm not super familiar with this area, but from my vantage
| point, it seems like WebGL didn't really take off because of
| the awkward timing. Right around the time it was being
| developed, the industry started working on a replacement for
| OpenGL. Hopefully WebGPU fares better, because I think 3D web
| experiences are full of untapped potential.
| moonchrome wrote:
| WebGPU is irrelevant :
|
| - iOS still doesn't support webgl 2.0 and webgl 1.0 is
| ancient
|
| - browsers suck for 3D content in other ways too (slow load
| times, impossible to controll cache/asset loading/storage,
| etc.)
|
| - the above sucks even more when you are on limited
| connectivity/offline
|
| - wasm load times also suck
|
| - browser input is terrible for 3D
|
| A lot of these could be fixed by providing some APIs but it's
| not in Apple interest to give you the tools to bypass their
| appstore tax. And web standards take forever to develop. I
| lost enthusiasm about webgl back in 2016 when it was already
| ancient and showing no signs of fast cross browser adoption.
| modeless wrote:
| iOS supports WebGL 2.0 now.
|
| "browser input is terrible for 3D" doesn't make sense. The
| web version of game streaming services like Stadia use
| browser input and they work fine.
|
| Offline storage of gigabytes of assets is tough, that's a
| valid criticism. But that is not a deal breaker for many
| applications. Hopefully we'll see more movement on this.
|
| A lot of the load time issues with web games are just bad
| software architecture and can be solved by the same
| techniques web developers use: breaking assets and code
| into modules loaded on demand instead of giant monolithic
| wasm binaries or asset packs.
| conradev wrote:
| Apple enabled WebGL 2.0 by default as of iOS 15.0, and
| Apple was the company who proposed WebGPU to the W3C (which
| was its own news story because Apple started the debate
| over shader language)
| moonchrome wrote:
| I didn't know that, nice it only took them 4 years.
|
| WebGPU is like I said irrelevant since the platform is
| not enabling for these kinds of apps.
| danielvaughn wrote:
| That's interesting, I had no idea they were the ones that
| proposed it. Everything I've read paints them as the odd
| one out, since they're going their own way with Metal and
| not Vulkan.
| modeless wrote:
| What they initially proposed was essentially WebMetal.
| Their likely reasons for doing so were to force a change
| in venue to W3C instead of Khronos, and preempt any
| attempt at a WebGL 3 or WebVulkan, due to their ongoing
| legal dispute with Khronos (also the reason they
| deprecated OpenGL).
| adamnemecek wrote:
| > - iOS still doesn't support webgl 2.0 and webgl 1.0 is
| ancient
|
| Right, it supports Metal and all the WebGPU implementations
| right now are using Metal. Apple was in fact the driving
| force behind WebGPU.
|
| I see where they are coming from, opengl (including webgl)
| is such a clusterfuck.
| pjmlp wrote:
| Agree, unfortunately Vulkan seems to repeat all the
| mistakes regarding tooling, extensions and expecting the
| community to come up with SDK like solutions, only at
| lower level, so a newbie suffers much less with OpenGL,
| despite its warts.
| steve_adams_86 wrote:
| The first time I saw this I was in awe of how far we've come,
| realizing the first 3d rendering I ever did took several seconds
| and was accomplished within DOS. Now we have things like this in
| the browser running in real time.
|
| Since then I've had my mind blown several more times, but this
| demo has a special place in my mind. I was so excited at the
| prospect of WebGL.
| dahart wrote:
| That suddenly brought back a memory of the first 3d rendering
| code I did - it was written in Basic on an 8086 machine running
| DOS 2.1. Not only did it take several seconds to render, it was
| only an unshaded wireframe _line_ drawing. To be fair, there
| were techniques available at the time to make it quite a bit
| faster that I didn't know. But it still blows my mind a little
| bit every time I think about how far things have come since I
| was a kid.
| kingcharles wrote:
| Are you talking raytracing or real-time? I loved POVRay in the
| early 90s for raytracing. It blew my mind. As a little kid in
| the 80s, John Lasseter was my hero; I had a picture of Luxo Jr
| I used to eye regularly.
|
| By '92 I had built a whole software 3D renderer in x86 and had
| the T-Rex from Jurassic Park stomping around in real-time on my
| 286.
| slmjkdbtl wrote:
| So a lot of these are powered by the performance of GPU, is there
| any water implementation that's suitable to run on a CPU (doesn't
| have to realistic as long as it conveys the message)?
| sush1612 wrote:
| this was my college 3rd year project in C back in 2004
| aasasd wrote:
| Kinda funny that if I move the ball out of the water slowly, it
| generates a lot of waves, but if I shoot it in the water or out,
| it's just a small wave. A few times I was able to yank the ball
| in or out with no trace at all--though that can perhaps be
| chalked up to the cursor moving too fast to register the
| intermediate positions.
| sushsjsuauahab wrote:
| This can be solved by doing the following:
|
| instead of checking "currentPosition" and "futurePosition" for
| a collision per frame, instead compute a sphere using those two
| values as bounds, and check if there are any collisions within
| that sphere
| Vogtinator wrote:
| By converting the whole ball movement into an object, you end
| up with a "pill".
| MH15 wrote:
| The parent is talking about Continuous Collision Detection.
| A pill would be similar to the end result, but only at
| speed.
| sillysaurusx wrote:
| It's interesting to think of the reasons we don't have browser-
| based 3D renderers. Sure, WebGL exists. But it seems like the
| promise fizzled out, and I'm not quite sure why.
|
| Maybe it's as simple as "Steam is the money pipeline, and
| everyone makes native games on Steam."
| TazeTSchnitzel wrote:
| We do have browser-based 3D renderers, but it's always several
| years behind the state-of-the-art in terms of what you're
| allowed to do with the hardware, so I think it tends to only
| appeal to indie developers like me...
| pjmlp wrote:
| Easy, so many reasons beyond just blaming Apple,
|
| - WebGL is a subset of ES 3.0, when the hardware can do GL ES
| 3.2
|
| - WebGPU, when it arrives sometime during 2022, it will be a
| 1.0 MVP of the features from Metal, Vulkan and DX 12, with yet
| another shading language that looks like a mix of
| C++/HLSL/Rust, WGSL.
|
| - If you just want compute, now WebGPU is the only option,
| although GL ES 3.2 has it. After two failed attempts from
| Intel, Chrome folks managed to force everyone to use WebGPU
| instead, so that is ready when WebGPU is ready.
|
| - Lack of tooling, to debug WebGL you have basically to debug
| the browser process and try to track down your 3D calls from
| the browser own ones (there is a SpectorJS, which is quite
| simple when compared against something like Pix or REnderDoc)
|
| - Browsers black list consumer's hardware/software, so content
| producers have no idea how well it actually runs.
|
| - Indie game development moved from Flash into mobile, where
| tooling is much better.
|
| Finally, I leave you the Flash demo for Unity 3 using
| CrossBridge[0] and Stage 3D [1], back in 2011.
|
| https://www.youtube.com/watch?v=UQiUP2Hd60Y
|
| [0] - https://adobe-flash.github.io/crossbridge/
|
| [1] -
| https://help.adobe.com/en_US/FlashPlatform/reference/actions...
| mobmunk823798 wrote:
| I tried to do mobile web gamedev and found it impossible:
| both Apple and Google break mobile web games in different
| ways, I presume because it could threaten the 30% cut their
| mobile stores get. For example, the HTML5 Minecraft I've
| never seen run properly in a mobile web browser:
|
| https://classic.minecraft.net/
|
| Mobile Safari:
|
| - Forever lacked >WebGL 1.0
|
| - WebGL very slow compared to native
|
| - Won't let you use accelerometer, motion control, etc.,
| because "Privacy" (but privacy loving Apple was totally going
| to scan our iPhone photos until we all raised hell...)
|
| - Web Audio stack breaks games in interesting ways desktop
| doesn't. "Oh, we don't let you load .mp3 audio samples by
| default like desktop browsers can...."
|
| Android Chromium:
|
| - Has 200-300ms audio latency on many devices. Here's a demo
| where touching/clicking the squares should have instant
| response (try it on desktop) but many Androids have the lag:
|
| https://webaudiodemos.appspot.com/TouchPad/index.html
| fenomas wrote:
| > the HTML5 Minecraft I've never seen run properly in a
| mobile web browser:
|
| > https://classic.minecraft.net/
|
| I think that site just doesn't grok touch. Tech-wise, I
| believe it would run okay on modern phones if the controls
| were sorted out.
| TazeTSchnitzel wrote:
| Chrome and Safari both have WebGL debuggers that let you see
| all the API calls made IIRC. It's not RenderDoc but it's not
| that bad?
| pjmlp wrote:
| Chrome certainly doesn't have such thing unless you mean
| SpectorJS, yes it is bad, it is pre-historic compared with
| something like RenderDoc and Pix, which can on Pix's case,
| I can even single step and set breakpoints on shader code.
| astlouis44 wrote:
| _" Steam is the money pipeline, and everyone makes native games
| on Steam."_ This is 100% it, everyone thinks browser games are
| a thing of the past and that's it, end of story. Well, they
| couldn't be more wrong and I'm happy to explain why. The
| tooling for developers traditionally just hasn't been there.
| Developers coming from the native game engine world typically
| don't have a firm grasp of web technologies, so the ones that
| do target it get massive file sizes which turns off anyone who
| would actually try it out, but ends up getting frustrated and
| closes the tab.
|
| Shameless plug, but my team and I are on a mission to solve
| this for Unreal Engine developers looking to export their
| projects to HTML5. The potential for the gaming and metaverse
| opportunity in the browser is enormous, so to this end we're
| bringing the full power of UE4/UE5 to WASM, in combination with
| WebGPU + WebXR to deliver experiences that rival anything on
| Steam or other storefronts or app stores.
|
| In addition to our hosting platform for deploying, maintaining,
| and monetizing, we offer a suite of tools for optimization that
| include compression for drastically reduces file sizes, and on
| the fly asset fetching to keep load times as short as possible.
| The goal is near native performance, with faster deployment and
| accessibility than Steam.
|
| For developers and creators, there's no unnecessary 30% cut of
| your virtual worlds and real-time 3D applications to walled
| gardens. Add in that you only have one codebase to main that
| when deployed, it just works everywhere with a browser.
|
| For users, play is a single click away, no local installs or
| dedicated clients required on computers or mobile.
|
| Link to our website: https://www.theimmersiveweb.com/
|
| Link to our Discord: https://discord.gg/zUSZ3T8
| lodovic wrote:
| I understood the major challenge isn't about displaying a 3d
| model, but content caching and distribution. Are you going to
| download 4gb of textures and keep that in local storage?
| pjmlp wrote:
| How are those Unreal developers supposed to debug WebGL, GLSL
| shaders, and browser profiling of their WebAssembly code?
| astlouis44 wrote:
| Well old titles that are on Steam have been ported to
| WebAssembly... and keep in mind these are just straight ports
| with little to no compression or asset fetching to reduce the
| file size and load times.
|
| Curse of Monkey Island:
| https://personal-1094.web.app/scummvm.html (press esc key right
| away upon load to skip straight to playing)
|
| Baldur's Gate 2 demo: https://personal-1094.web.app/gemrb.html
|
| Diablo demo: https://d07riv.github.io/diabloweb/
|
| Humongous Arts games:
|
| Spy Fox in Dry Cereal demo:
| https://thatgamedev01.itch.io/spyfoxindrycereal
|
| Pajama Sam demo: https://thatgamedev01.itch.io/pajama-sam-3
| pjmlp wrote:
| All titles released around the time GL ES 3.0 was modern.
| wsc981 wrote:
| Sadly no sounds on my Mac for Baldur's Gate & Diablo in
| Safari (haven't tried other browsers). Not sure if other
| platforms, browsers have sound.
| robbedpeter wrote:
| The browser is not an appropriate medium for games that need
| non trivial access to local storage and system input. Browser
| compatibility, and being subordinate to multiple third parties
| isn't great, either. Rather than fighting with browser
| limitations, it's easier to package, deliver, and maintain a
| stand-alone application.
|
| Steam isn't a major consideration once you've gone into the
| weeds of implementing software that colors outside the usual
| browser lines.
| [deleted]
| tehlike wrote:
| This is changing. Browser has 0 friction distribution and
| security advantage other mediums don't have
| robbedpeter wrote:
| That security advantage is the reason it's inappropriate
| for certain things. One of those things is i/o intercept.
| You don't want browsers to be able to do certain things
| that games or first class apps can.
| zurn wrote:
| We do. Follow some of the Three.js people in Twitter to see
| some interesting things people are making, eg
| https://twitter.com/mrdoob
|
| For example this IFC-in-browser thing looks amazingly useful:
| https://twitter.com/ifc_js/status/1462880392915083269
| binarynate wrote:
| Unity's WebGL player is alive and well:
|
| https://docs.unity3d.com/2021.2/Documentation/Manual/webgl-g...
| asiachick wrote:
| https://play.unity.com/
|
| https://simmer.io
|
| there are several other unity only web game sites and lots of
| others with not just unity
|
| https://itch.io/games/free/unity
| pjmlp wrote:
| It is alive, regarding _well_ it depends, given how little it
| is actually used, and Project Tiny seems to have been
| dropped.
| technobabbler wrote:
| As a gamer, Steam is about way more than mere distribution.
| It's a community: discussions, chat, friends, voice chat,
| screen share, remote play over the internet, cloud saves,
| sales, filters, betas, tags, mods, library management,
| matchmaking, etc. It's way better at those things than Epic
| Store, GOG, Microsoft or Apple or Google stores. Valve has been
| evolving it as a platform for decades and its competitors just
| aren't very good at all.
|
| Even if you can get the game's renderer and UI to reach parity,
| it's hard to overcome the UX and network effects of Steam. And
| that sort of ecosystem fragmentation (alternative platforms
| often don't offer crossplay) is bad for gamers, not to mention
| having to implement different multiplayer pipelines makes lives
| harder for devs.
|
| Gaming on the web might be nice for trashy flash like games,
| but for anything more, why would anyone waste time on that when
| there's much better curated experiences on Steam, or barring
| that, mobile app stores and Switch? There are already enough
| excellent indie games to last several lifetimes. Not gonna
| waste time exploring the dark corners of the web to try some
| amateur's experiment with webgl. If they're not on an
| established game platform by now, I could only assume the devs
| care about their philosophies more than end user experience,
| and it would be a subpar experience even if I got the graphics
| to load (big if).
|
| Even something like GeForce Now (cloud rendered streaming
| games) use Steam and Steamworks APIs for the community and
| multiplayer APIs. It's therefore much better than competitors
| like Google Stadia (which is pretty much dead and has no
| community). GOG has a niche but only for single player games.
| For multiplayer it's either Steam or dead matchmaking.
|
| Maybe a more interesting comparison is something like
| boardgamearena or boardtopia, which offer not just simple games
| but also the marketplace and matchmaking features of their own.
| They have established their own communities finding a niche
| (digital low fi board games) that Steam has neglected.
| pjmlp wrote:
| And streaming technologies have a big advantage, they can
| take full advantage of modern hardware without any sort of
| driver issues on the client side blacklisting the page.
| technobabbler wrote:
| Yeah, now just waiting for the last mile connections to
| catch ip Maybe another decade or so...
|
| WiFi is also still not up to par just quite yet. Maybe wifi
| 6?
| meheleventyone wrote:
| There's Shadertoy and Three.js although the main reason we
| don't see many 3D web games is both Steam being where the money
| is, portability to consoles and asset size. The latter in
| particular makes the web unattractive to game developers used
| to delivering gigabytes. It's a different mode of production
| and people won't make that switch en masse until someone proves
| it out.
|
| Now Blender is really good we're seeing a lot more indie games
| exploring low-poly 3D aesthetics. Further the increasing
| viability of using more compact formats like SDF hopefully
| means we see even more people realising they can actually build
| something on the web.
| WithinReason wrote:
| The Xbox actually has a working browser:
|
| https://www.youtube.com/watch?v=vw_4kiYvEmE
| meheleventyone wrote:
| Yeah we shipped by accident on it thanks to that: https://t
| witter.com/bobbydigitales/status/144144607851193959...
|
| You can even plug a keyboard and mouse in and use all our
| game editors.
| thanatos519 wrote:
| This is still my go-to demo for making sure my WebGL is working
| properly.
| noah670 wrote:
| This was impressive a decade ago
| jmrm wrote:
| "This demo requires a decent graphics"
|
| Even being from 2011, the fact that works right on a 2017 low end
| phone with low battery, is totally mind blowing
| jallirs wrote:
| This works on my iPhone in chrome. I really like that. I am aware
| of the fact that it's old. The fact that it still works in chrome
| on my phone makes it more awesome. I'm sure it's probably elegant
| and awesome under the hood to make that work.
|
| Going to take this positive feeling, eat and ice cream bar, rub
| my tummy, watch some Babylon 5 and go to sleep with all of these
| happy feels. :)
| Ocha wrote:
| It doesn't matter that you are using chrome. All browsers on
| iOS use safari under the hood.
| jallirs wrote:
| My tummy is still being rubbed and I'm over here with all
| these happy feels. You should get ice cream too.
| pdenton wrote:
| You're cute, thank you.
| kennyadam wrote:
| Please keep this reddit-tier lack of contribution to the
| discussion on, well, reddit. It's bad enough that
| discussion over there is flooded with puns, song lyrics and
| people calling everything wholesome, do we really need to
| drag every discussion forum on the internet down to that
| level?
| cloogshicer wrote:
| Comments like this that spew negativity don't make HN a
| particularly inviting place either. Remember there's a
| human sitting on the other end.
| AlexAndScripts wrote:
| There's plenty of places that are inviting at the expense
| of quality. People can go there for that.
| maccolgan wrote:
| All internet "forums" have a human sitting at the other
| end, why do you feel the need to mention there's a human
| sitting on the other end? GP wasn't really "spewing
| negativity", just discouraging a certain culture of
| discussion that is genuinely bad (and uncommon) for HN.
| cloogshicer wrote:
| What is "genuinely bad" is debatable. I disagree in this
| particular instance.
| hn_throwaway_69 wrote:
| Yikes.
|
| It's really no big deal to provide that detail even if it
| transpires to be irrelevant.
| hotdog_machine wrote:
| This is a nice effect, I build something similar
| https://www.youtube.com/watch?v=dQw4w9WgXcQ
| marcodiego wrote:
| > This demo requires a decent graphics card and up-to-date
| drivers.
|
| This maybe old. Runs perfectly on my 2013 dell laptop.
| astlouis44 wrote:
| This demo is more recent, and FAR more impressive in my humble
| opinion:
|
| https://doom-portal-in-webgl.vercel.app/
| acd10j wrote:
| This does not have any water simulation ! how is it comparable?
| Narishma wrote:
| I only get a black screen.
| kingcharles wrote:
| The fact that this runs like a dream in my browser on my $300
| Acer laptop, on my second monitor, is actually unbelievable.
| astlouis44 wrote:
| Yeah pretty amazing. You should respost it to HN!
| kingcharles wrote:
| Yeah, those guys are gonna love it!
| pjerem wrote:
| This lags a lot on my computer
| lukebitts wrote:
| What's more impressive about it? Two static lights and some
| normals maps, compared to caustics, wave simulation and
| physics. One of these is much harder than the other, in
| realtime no less
| astlouis44 wrote:
| Did you put your glasses on..?
| lukebitts wrote:
| Clearly I'm talking about the technical aspects of the
| demos. Not a lot to discuss if you think one is prettier
| than the other
| t8y wrote:
| This is only possible in WebGL 2. There's a texture fetch in
| the vertex shader for the particles. The water demo is so
| impressive because it runs in WebGL 1 (Though it needs partial
| derivatives)
| abdusco wrote:
| I know it's not meant to be 100% perfect simulation of water, but
| the lack of air bubbles, or the waves not growing in amplitude
| when I smash the sphere in the water makes it feel really dense
| and off.
| bruce343434 wrote:
| Very impressive, even more so at its time. I still don't know how
| it was done.
| f00zz wrote:
| At first I thought it was just doing bump mapping on the water
| surface (with some hack for the caustics)... then I dragged the
| sphere. Pretty impressive.
| Snetry wrote:
| I remember looking at this a decade ago with an old Sony Xperia
| phone and just being amazed at the possibilities of the web.
|
| 10 years later it still looks as good as I remember
| foobarbecue wrote:
| Reading this on a sony Xperia mini. Still my daily driver.
| Can't belive how many weird looks and "what is that thing???"s
| I get.
| pjmlp wrote:
| 10 years later it is still the same API, in spite of the
| hardware progress, which is kind of sad.
| adamnemecek wrote:
| Idk why this got so much attention.
| iamcreasy wrote:
| Because beauty is in the eye of the beholder.
| ChrisMarshallNY wrote:
| That's awesome!
|
| I'm running it on an older iPad Mini (Safari, on the latest OS),
| and it works fine.
| XCSme wrote:
| Doesn't work in Brave on Android (S10):
|
| Uncaught Error: This demo requires the OES_texture_float
| extension
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(page generated 2021-11-29 23:02 UTC)