Search the Community

Showing results for tags 'opengl ES'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. I wrote some WebGL games, but was unhappy with WebGL performance on my cheap Android tablets (as in, Chrome and CocoonJS gave me like 5-10fps, even for games with only 10 sprites or so). Therefore I wrote my own WebGL implementation, based on the V8 engine and direct OpenGL ES bindings. I just got a nice proof-of-concept sprite demo up and running, showing 10,000 sprites (and running at 60fps on my 57 euro tablet). I am almost ready to port my WebGL games to Android. Note that the demo has not been tested on many tablets yet, and may contain crashing bugs, memory leaks, etc. Check out the demo here: http://tmtg.net/glesjs/ You can also find a list of known problems on this webpage. I'd like to hear how it runs on your device! EDIT: gles.js is now released on github! Get it here: https://github.com/borisvanschooten/glesjs