![]() In the experiment, we used three.js as we’ve done for some of our previous WebGL projects. For “Journey through Middle-earth” we focused on Nexus devices and five popular Android smartphones. ![]() So as a developer you need to decide if you want to support more devices with a less complex experience or, as we did in this case, limit the supported devices to those able to display a more realistic 3D world. Challenges of WebGL on mobile devices #įirst, the term "mobile devices" is very broad. Using WebGL made it possible for us to dramatize and explore the rich world of the Hobbit trilogy and let the users control the experience. The whole experience is based on a map of Middle-earth and the locations and characters from the Hobbit movies. However a large portion of the experience is accessible on non-WebGL devices and browsers as well thanks to hardware-accelerated compositing and CSS animations. The experience is optimized for Chrome for Android on the new Nexus devices where we now have access to WebGL and Web Audio. Building a multimedia-heavy mobile Chrome Experiment has been a really inspiring and challenging task. to make a mobile-first web experience for the new Hobbit movie, The Hobbit: The Desolation of Smaug. The main constraints have been performance, API availability, limitations in HTML5 audio on devices and the lack of seamless inline video playback.Įarlier this year we started a project with friends from Google and Warner Bros. Historically, bringing interactive, web-based, multimedia-heavy experiences to mobiles and tablets has been a challenge. Using touch interaction in mobile web experiences.Render the WebGL canvas at half size and scale up with CSS.
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