Jellyfish Simulation using Javascript, WebGL
chrysaora.com
chrysaora.com
It's an error in the version detection.
I still have this problem with 64 bit flash on Linux, which adobe has decided to use a different format version string for.
edit: On Ubuntu, first close all chrome windows. Then start chrome with the command-line option "--ignore-gpu-blacklist" and it works.
It worked for me when I started Chrome with: chrome.exe --enable-webgl --ignore-gpu-blacklist
https://wiki.mozilla.org/Blocklisting/Blocked_Graphics_Drive...
Running @ 45fps on a computer that runs Crysis 2 @ 60 FPS on extreme settings. Performance of WebGL is still abysmal and unusable it seems.
That said, you don't need 60fps to enjoy what you're watching unless you're playing games.
I get 30 FPS on a machine with an Intel E2180 @2GHz processor and a GeForce 8400 GS...
Chrome 10 on WinXP 32bit.
Im sure you cant run Crysis 2 in WebGL but you can still squeeze out a lot of performance out of it. Im excited to see what other people are going to make with it.
But, I think there is some issue with the framerate reporting. It was indicating between 40 and 60fps on my machine, but performance was fairly choppy.
I get 8-9fps with the default settings. Reducing the count of Jellyfish to 5 gave me closer to 20fps. Reducing it to 1 and turning off Skybox and Particles gave me about 40fps, but didn't look nearly as cool.
Very nice demo.
EDIT: restarted Chrome, it's working much better now.
It's all moving very smoothly and realistically for me on Chrome 12. You can also move your mouse to move around. Cool stuff.
I'm running firefox 4 (linux ubuntu 64bit) and it works fine.
Then about two months for the rest of the stuff