prvi_treti Posted March 23, 2016 Share Posted March 23, 2016 Apologies in advance if title is misleading and/or this is a webGL question. Hello, After reading http://blog.cityboundsim.com/just-two-years-im-starting-properly/ saying they decided to switch to C++ from webGL because of limitations, I just wondered if webGL is really quite limited therefore not suitable for every project. My seach for webGL limitations wasn't fruitful so I thought maybe you have some figures out of specification or experience. What concerns me most is number of sprites , so I'd be pleased to hear an even rough guesstimation about it. But rest is also welcomed ofc. Best regards, Quote Link to comment Share on other sites More sharing options...
RaananW Posted March 23, 2016 Share Posted March 23, 2016 I ithink his entire post can be summed up in one sentence: Quote "Since I didn't want to publish Citybound as a webapp anyways ..." WebGL has limitations. Shadows, indices, other things. But those are limitations that you can overcome. It all depends what you need and expects from the technology. C++ would use the standard OpenGL and WebGL uses OpenGL ES (doesn't matter which version, it is a restricted version). But if you target native, and want very high performance, don't use WebGL Quote Link to comment Share on other sites More sharing options...
prvi_treti Posted March 23, 2016 Author Share Posted March 23, 2016 Actually I already decided to use webGL but just trying to find out if it's already a lost cause. I intend to use webGL with fixed projection having a heightmap and sprites on top of tiles. My long term plan is having a 1024*1024 map (short term is probably 128*128 or 64*64), so trying to figure out if it is viable, if not then how much is viable. Quote Link to comment Share on other sites More sharing options...
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