Stas Oskin wrote:What about the Angry birds implementation in Chrome, which uses WebGL extensions?
Looks fast enough for me, so taking into account 3d experiments on Chrome, the web application distribution vector should be definitely considered in my opinion.
Mario Zechner wrote:WebGL in Chrome/Firefox has come a long way. The problem is that WebGL is basically OpenGL ES 2.0 (give or take a couple of minor features and extensions). The state of OpenGL drivers on Windows is a bit of a problem: vendors like ATI seem to not have any incentive to get their act together (all hail Nvidia for providing super awesome OpenGL and OpenCL drivers, even for Linux). Google actually made a WebGL implementation called Angle that is actually translating OpenGL calls to DirectX to circumnavigate the driver issue.
WebGL on mobile devices is still in its infancy. The Android Browser (which is not Chrome btw.) does not support WebGL at this point. I don't know of any plans for that either. What's available at the moment is the HTML5 Canvas which offers sufficient performance for many tasks. It's 2D only though. We'll see what the future holds, i hope to see some development over the next year. Maybe we can see that feature at Google I/O 2012