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Because they haven't finished implementing it and lots of functionality is missing. Neither has Safari ship it. Same reason. They aren't done.


We investigated this many years ago:

https://github.com/BabylonJS/Babylon.js/

1. It works just fine for basic 3D functionality, but has limited support for tricks like fog FX etc. WebGL is actually quite capable when combined with simplified physics engines, and animated mesh packing formats.

2. In a business context it fails to check all the boxes, as people are not going to invest in a platform with near zero IP protection.

3. Steam + Unreal has all the advantages, and none of the problems/overhead of a Browser. i.e. peoples game pads, spacial audio, and shader cache buffers will work properly.

WebGL is just hitting the same VRML market that failed decades ago for the same reasons. =3


WebGL powers both Google Maps and Figma. maybe you're thinking too small

as for ip protection. Which platforms do that?

https://www.models-resource.com/


Then Google Maps is still in App form because... just kidding... we both already know why. =3


confused . There is no native desktop app for google maps. And it does full 3d. maybe you meant on mobile? But you brought up Steam so clearly not mobile

Earth is WebGL now too

https://earth.google.com


Google Earth Pro download link:

https://www.google.com/earth/about/versions/

Probably a bad example, but it is not our concern if Google wants to repeat the VRML/X3D trajectory. Best of luck =3




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