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Re: [Public WebGL] The state of MRTs
On Fri, Mar 30, 2012 at 4:08 PM, Glenn Maynard <firstname.lastname@example.org>
Note that you *don't* need to worry about there not being any games that'll work on mobile if you expose non-mobile extensions. If you expose MRT and other currently desktop-class features to WebGL, many people will still want their games to work on mobile, and mobile systems will still have lots of reasons to support WebGL.
Completely agree! I also think it's somewhat misguided to think that developers can and should try to create the same experience in both places.
A pet idea of mine for a while now would be to have a squad-based shooter where desktop players all use first-person controls with detailed graphics, but players can also join in with a tablet or phone to get an simplified overhead "commanders" view, and issue orders or call in airstrikes from there, etc. It would create a compelling experience for both devices within the same game without trying to force those devices to try and support an experience not designed for them.
Those type of experiences will work best, though, if each platform is given the opportunity to really embrace their own strong points.