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The irony is that native game development and server side rendering is where all the 3D programming fun is nowadays.

Even when WebGPU eventually comes out into stable Chrome, it will take again 10 years to similar adoption, and it won't be anything more than a plain 1.0 MVP, short of many things that Vulkan, Metal and DirectX 12 Ultimate are capable of in 2021.

Enjoy your pyrrhic victory.



Safari, made by Apple, was the lone holdout for WebGL2. You’re familiar with Apple’s relationship to Flash. No I won’t be surprised at all if Safari holds out on WebGPU, and it will be precisely because it offers functionality that Metal already has.

> Enjoy your pyrrhic victory.

I don’t understand why you’re repeatedly spending time on WebGL threads sharing sour grapes about Flash. They don’t compete. At all. WebGL is not an authoring tool, and Flash was. Your sentiment is just laughably misplaced. Adobe killed flash, Adobe alone is where your ire should be aimed, for not making an ecosystem that could withstand abusive content creators.


As if WebGL and WebAssembly protect anything against abusive content creators.

Worse, they can't be be turned off, can be used for tracking analytics as well and it isn't as if shaders can't be used for mining.


Not sure about other browsers but this is incorrect for Chrome and Firefox. They both have flags to disable WebGL and WASM. Please be careful not to spread misinformation, we owe it to ourselves to research our posts well.


We owe to ourselves to make computers better to the regular user.

Those flags are mostly only known to Webdevs and not directly exposed in the settings panel.


I don't think the regular user even knows what WebGL and WASM are, they will just wonder why their browser game isn't working and then google the cryptic setting that they have to change to get it to work.


Ah but the browser game will be working, while doing some extra non-game related activities.




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