WebGL now included in Safari iOS8 and OSX 10.10

Discussion and feedback on Construct 2

Post » Tue Jun 03, 2014 10:12 pm

Ashley wrote:This is very good news! It should bring a substantial performance boost to iOS devices, and should mean we can finally get rid of non-browser "wrappers" like CocoonJS and Ejecta completely, and move to WebGL-accelerated PhoneGap with a real browser engine and no annoying compatibility problems. With Crosswalk covering the Android side things should be looking pretty good by the end of the year...

Not so wise words, not everyone have new iPhones but they are still using, not everyone can afford to buy new iPhones because iOS 8 won't support iPhone 4.

This is Ok news, not very good news.
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Post » Tue Jun 03, 2014 10:32 pm

@Silverforce - node-webkit already supports WebGL on Mac, because Chrome for Mac does too. However it's nice that basically the last major desktop browser now also supports WebGL, since Safari on Mac will also support it.

@GameThirsty - yup, that's the idea - from iOS 8 PhoneGap should be fast and able to use DOM!
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Post » Tue Jun 03, 2014 10:48 pm

I don't think Ashley will simply drop Ejecta as soon as iOS8 becomes available, but surely it will start phasing it out once everything stabilize. It's a natural and logic process as it will avoid that extra layer from wrappers that usually cause problems.
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Post » Wed Jun 04, 2014 12:45 pm

Message: Gianmichele can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
Also now webview will use the same Nitro javascript engine as the normal browser, which should give another boost:

http://9to5mac.com/2014/06/03/ios-8-web ... as-safari/

@Ashley: now we just need a multiplatform editor ;)
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Post » Wed Jun 04, 2014 1:27 pm

Gianmichele wrote:Also now webview will use the same Nitro javascript engine as the normal browser, which should give another boost

@Ashley: now we just need a multiplatform editor ;)



http://9to5mac.com/2014/06/03/ios-8-web ... as-safari/ just reposting the link, since you cannot post the complete url yet
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Wed Jun 04, 2014 3:54 pm

Whoo HOO!! Both webgl AND nitro?? Awesome!! :D
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Post » Thu Jun 05, 2014 11:55 am

@Ashley
Am I understanding it correctly that we will be able to create app that will be able to sell things via IAP plugin, and at the same time if webgl will not be enabled on device (lets say ios7 and older) c2 will safely use canvas renderer?
Seems great to me. Ditching cocoon for app creation will be salvation for me.
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Post » Tue Jun 24, 2014 7:57 pm

Sorry to bump this, but I have a question.

I'm having trouble with specific Macs... If their videocard is the Intel HD 3000, I get some weird artifacts in my game when using Node-Webkit. I do not get the same artifacts if it's the same videocard running on Windows.

Image

This only happens with some webgl effects. In this case my character has a ReplaceColor effect, so this black square appears around her... It also happens with the outline effect but that's a 3rd party plugin.

However, it doesn't happen with some effects like the greyscale effect.

It really looks like it would be problem that could easily be fixed by updating the videocard, but I'm new to OS X and apparently this isn't a possibility. I'm running OS X 10.9...

Anyone experienced anything like that? Right now this is the only thing avoiding me from releasing my game on OS X.
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Post » Tue Jun 24, 2014 8:27 pm

@andreyin
I'm pretty sure even on Mac NodeWebkit is Chrome based and no related to the WebGL Safari.

I may suggest seeing if the intel card is blacklisted. Possibly the current OSX drivers for the GPU might be off. But this shouldn't be related to WebGL for Safari.
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Post » Tue Jun 24, 2014 9:03 pm

@andreyin - does Chrome on the same Mac show the same issue? What does it say if you visit chrome://gpu?
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