About r100

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  • srealist:

    Apple will probably come around. You never know about the IE guys over at microsoft though. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • bjadams - don't forget WebGL shaders only work in Chrome and Firefox, and only when the graphics drivers are relatively new as well.

    What about on mobile platforms, do those support webGL shaders?

    Is there ever going to be a chance of normal and specular mapping, and or vertex based lighting when using vector objects?

  • When is r100 going out? :D

  • Haha, I love how this topic has become a discussion about r100, WebGL and Shaders.

    I too can't wait to see Construct realize the potential WebGL!

  • WebGL does not currently have a large reach: it is only on by default in Chrome and Firefox, and even then about half of that user base has out of date drivers so WebGL gets disabled. IE shows no signs of supporting it at all, but Chrome Frame will enable it (as long as the driver is not too old). Opera supports it, but it's off by default and must be switched on. Safari for Mac supports it but only on Mac (not the Windows version) and again off by default. Currently we've disabled WebGL on all mobile devices because it's either broken or a lot slower, so no shaders on mobile for the time being.

    However, it will improve: I believe Google will add WebGL to Chrome for Android, Firefox Mobile already supports WebGL (although it needs some work to be faster and some bugs to be fixed), Opera and Safari should eventually switch WebGL on by default, and as people gradually replace their computers the number of people with WebGL disabled due to old drivers will gradually fall. IE is also still losing market share to Chrome at a steady pace.

    The main reason we're adding WebGL shaders now is because of the EXE exporter. With Awesomium, WebGL is forced on for all computers. This means if you export your game as a desktop app, you can guarantee shaders will be available.

  • So the EXE exporter and forced WebGL is going to make our desktop games look amazing for now, and eventually we'll be able to just export these games onto web and maybe even mobile and not worry about lag or compatibility..

    Sounds like an awesome future, and I can see this happening as well!

    As long as the tech is good, the browsers which choose not to embrace these revolutionary new tech will get weeded out by its own users.

  • I just hope CocoonJS audio issues will get fixed, like the sudden muting of certain sounds.

    Also it seems that Android or iOS doesn't support OGG in CocoonJS. Could these extra files be disabled when exporting to CocoonJS or Awesomium to keep the file size as small as possible?

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  • nemo - best make sure Ludei hear about any audio issues.

    I'm not quite sure what to do about audio on mobile - I think there are some Android devices which can play OGG (but not all of them), or they will introduce it in future (e.g. Chrome for Mobile will probably end up having most of the features desktop Chrome has, including OGG support). The OGG encoder is a lot better than the AAC one we use so it's probably best to leave them in there in case they can be read...

  • I believe Google will add WebGL to Chrome for Android

    This is a certainty insomuch as anything can be certain. They are developing applications specifically for this. Without saying too much...I will just say that.

  • man, it's only August 2nd and I feel like I have been waiting for ages for r100!! <img src="smileys/smiley17.gif" border="0" align="middle" />

  • 5 days gone. at most only another 26 to wait!

  • Well there.... R100 will have the features I've been waiting for to make the final plunge... bought my single user license of Construct 2 when I read this. <img src="smileys/smiley20.gif" border="0" align="middle" />

  • At least one week more <img src="smileys/smiley36.gif" border="0" align="middle" />

  • I'm really so excited!

    Can't wait can't wait!

  • Is there an official release date?

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