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I know, but that wasn't the question, rather what has been actually produced with it, given that Infinity Blade was created with Unreal 3 for iOS in 2008.

An hardware that WebGL 2.0 is supposed to be much better.

Instead most online games look like Amiga 500 stuff instead.


This is more because there isn't an incentive (monetary or otherwise) to do that. When Flash gaming was big, web-based games were on the desktop but web games never took off on mobile which got pretty much all the audience they used to have on the desktop. Instead mobile games are largely native (or at least in app form).

I agree that it took many years for HTML5/JS to reach Flash's capabilities (and some stuff like easily swapping around SWF files is still not as easy to do) and i dislike how Flash was forcibly killed instead of losing its popularity "naturally" (though it being proprietary technology instead of some open standard or at least an open source project help its murder considerably), but the reason you do not see Citadel-level stuff on HTML5/JS has more to do with not being much of an incentive to do something like that than the technology being able or not (demos like After the Flood[0], which has as much gameplay as Citadel yet it shows more advanced rendering techniques - you can even look yourself in the glass reflections :-P - show that it is technically possible).

[0] https://playcanv.as/e/p/44MRmJRU/


After the flood is from 2017, and doesn't work on my Vulkan aware mobile GPU.


> After the flood is from 2017

Citadel is from 2011, but this doesn't matter, the point is that you can do stuff like that on the web.

> doesn't work on my Vulkan aware mobile GPU

If the GPU is Vulkan aware then it might be an issue with your browser, though from [0] it looks like only Apple's devices do not support it - which wouldn't support Vulkan either, so i'm not sure why you'd bring that up.

[0] https://caniuse.com/webgl2


Then go out and build your ideal web game. The barriers to entry have never been lower.

People still appreciate pixel art and simplicity. Some even love the Amiga.


I rather take advantage of the latest native games and APIs instead.

It up to Khronos and friends to keep the Web APIs relevants, after all why did they kill plugins?


Plugins were a security nightmare.

Webgames are generally more about free to play and accessibility. No install or trust required. They are usually more casual games and must work on the widest possible selection of devices.

That's what WebGL is all about. If your looking for a memory intensive behemoth of a game, it makes more sense to look at native as opposed to WebGL. There's nothing wrong with either approach, but the web lends itself to one more than the other.


And then everyone went to mobile native games instead, leaving WebGL behind for 3D visualizations of online shops, Google maps and shader toy demos, basically.


PWAs still have the advantage of avoiding app stores.


It is not an advantage when they look like Amiga 500 or PS2 games released in 2021, while the phone is capable of Metal and Vulkan.




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