Show HN: WebGL Enabler for iOS
demoseen.com
demoseen.com
The reasons I can think of are:
* Performance isn't what they want yet.
* Implementation isn't what they want yet.
* There are security issues they still need to fix.
OR putting on my tin foil hat for a second:
* Apple sees WebGL as a possible threat to their app revenues as a soild WebGL implementation could allow developers to avoid entering their app market place and instead charge users directly. It would also allow developers to deploy to other platforms with the same code base.
Obviously the last point is a bit nutty but one can't help but wonder if it is a consideration.
Anyways, good on you for doing this.
That said, I would've used a different name had I known about that before I released.
Edit: Oh, I'm wrong. I could've sworn that his was just for Safari, but I just saw in the source that I'm wrong. He just works at the WebFrame level rather than WebView.
I didn't mean to denigrate your project, as well: I apologize if it seemed that way!
I quite enjoy seeing people use Theos/Logos as well. Definitely worth sinking my time into working on them!
Thanks for putting this together, hopefully it spurs them along.
http://www.phoboslab.org/log/2011/03/the-state-of-html5-audi... (Year old, but still valid)
Apple have been fairly supportive of WebGL: it's been in the WebKit nightly builds for almost three years now, of which Apple are a major contributor. You can accuse Apple of many things, but given how they've been part of the WebGL Working Group from its formation I'm not so sure you can say they're out to 'get' WebGL...
But developers care, a lot. You have no idea how many popular games use Ogg internally.
Here's a small list: http://wiki.xiph.org/index.php/Games_that_use_Vorbis
Looking at the games, I wouldn't be surprised if a billion copies have been sold to date.
the difference is that in the "no autoplay ever" case I would be not able to enable it if I wanted. "No autoplay by default" is the reasonable initial setting, while still giving users a choice.
There is no good reason to have Audio off by default and have no way to turn it on for games.
Hell, it's not like Android is a shining example of audio support: http://code.google.com/p/android/issues/detail?id=9372
And don't think I'm not affected as a developer – all the time people use our product, Hype, to create content that includes audio and video elements, and we're stuck explaining to them the behavioral differences between desktop and mobile browsers.
Apple's not evil; they're pragmatic. Right now, users needs win in this situation. Hopefully we get a more flexible solution in iOS 6.
Audio cannot be streamed playlist-style, one after the other - again, it always requires user input.
So this screws things up completely for html5-based games with audio.
And again, "worth paying for" is up to the customers. I very much encourage people to download it and then pay for it if they see value in it. So far people have seen value in it.
My tweak has been confirmed to work by everyone who has tried it, and it works quite nicely. You're saying that I'm being "misleading and shady", when in reality the full functionality is there.
yup good work man