I started exploring the possibility to develop a game for G+ ( let’s imagine that I can start by porting a random game where you jump around on columns ).
One remaining question was to decide between WebGL and Canvas2D.
I found a blog entry on Jeff Muizelaar site that allows anyone with a modern browser to benchmark the performance of Canvas and WebGL.
The results I got were the expected ones. They’re almost the same as what i obtained on Android between Canvas and OpenGL.
Here are the pros and cons :
+ Super fast and powerful rendering
+ Lots of possibilities for a 2D game, such as shading, lighting and zooming.
+ GWT API with gwt-g3d
- A bit complicated
- Low compatibility : Chrome & Firefox only
- Uncertain future due to security issues in the current specs
+ Easy to code
+ High compatibility : any HTML5 browser
+ GWT API with gwt-g2d
- Low performances : laggy with more than 50 sprites ( on non-accelerated browsers )
In the end, the choice for WebGL was easily made.
Tales of Pocoro draws more than 200 sprites on the screen, so Canvas would never allow a descent framerate.
Those security issues and early stage specs are still a real problem, but let’s be optimistic and hope for the best.
I’ve started working with the GWT-G3D library, I’ll talk about it in my next post.