[Public WebGL] 3D Game Platform for the Open Web?
Tue Jan 26 01:08:50 PST 2010
----- "Kripken" <[email protected]> wrote:
> 1. Porting the Intensity Engine to be a web browser plugin. Perhaps to switch our rendering engine to O3D, and make a new web browser plugin of the combination of the two?
> 2. Another thought is to use Google Native Client (NaCl), porting the Intensity Engine code to that, and rendering through WebGL. Our existing rendering system uses OpenGL, so that seems to make initial sense. But I am not sure if there is a specific timeline for when NaCl will be ready for general use (I will ask on their mailing list). Also there is the question of how fast the connection between NaCl code and WebGL would be (a lot of OpenGL commands are issued each frame).
This is somewhat off topic, as this doesn't really relate to WebGL, but sure, porting your engine to be a plugin would be one way to get it to run in a browser. There are many disadvantages to that, some technical and some philosophical, and some purely mechanical -- it requires the user to download and install a plugin. Using NaCl might be another, as long as you are ok with a Chrome-only solution (at least for now -- don't think any of the other browser vendors have said anything about implementing NaCl or similar). I don't think either of those really solves the problem of getting the engine into the hands of users; a separate download with a standalone app would probably be simpler than either of those.
Of course, doing the whole package on the web using web tech would, and WebGL is one piece that helps enable that... we're already seeing much experimentation, and I hope that we'll see bigger middleware packages for gaming and for other uses soon. And where things are slow, we'll fix them :-)
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