Is there no rotation in this game? Can't do much aiming without that.
moving your mouse should allow you to rotate around the Y axis, took about 2 seconds of exploratory hacking to find that out.
I found I could only rotate for about 90 degrees plus/minus. I tried to circumvent the problem by dragging my cursor outside of the window and bringing it back in on the opposite side so I could continue rotating. Strangely, the game sensed I had come in from the opposite side and reset the rotation to the exact same 90 degrees. It's purposefully attempting to be infuriating.
You need to let the browser capture your pointer.
I use Chrome. Is that a specific setting?
On a Mac with Chrome 43, I had a small pop-up at the top of the screen that asked me to allow the page to capture my mouse input.
On FF it seems sort of fiddly. It should capture (or ask you if it can) any time you click in the window, but in practice sometimes I have to click twice, sometimes I have to right-click and then cancel the RMB menu, etc. YMMV...
I love how I can run Crysis 2 on my laptop on Ultra with >30 FPS, and I'd be lucky to get ~24 FPS on this.
WebGL can be very fast though hand tuned JS code and shader optimization is very important. I have yet to see a Three.js based demos that runs with a high fps.
Left handed people do exist in the world. Forcing wasd is not a good idea
I got used to that years ago by purchasing a programmable game keypad. No one loves the lefty's.
This seems like such an obvious thing, but I never thought of it, lol.
What key-bindings do you bind your wasd to or do the arrows suffice?
Don't force any specific layout. Just have defaults plus rebindable keys for all controls.
It's based on Three.js, calling it "WebGL" is false advertising. It's like calling a Unreal or Unity based game "DirectX". Also it's already 5 months old and neither the website nore the Github or ChromeExperiments call it WebGL.
ThreeJS is a library on top of WebGL. It's an implementation detail -- whether it uses ThreeJS, stackgl, or your home-brew library, it still uses WebGL as its primary technology.
Well, by that logic, everything is written in assembly since everything uses assembly as its primary technology.
RISC or CISC?
Though you may have read the title as "game written in webgl" I'm pretty sure it's meant to be read as "game using webgl". My guess is you and frik read it using the former interpretation while others used the latter.
Maybe you should read my comment again? It's that ThreeJS abstraction library that's slow and why it's not okay to say it's a WebGL demo, it's a Three.js demo. As you can see with comments above people blame it to WebGL is slow - which is simply incorrect as WebGL is based on OpenGL ES 2.0 and exposed as HTML5 API. If you hand tune the JS and shader code WebGL can be very fast and short startup time. You won't get that benefits from generic fat libraries.