It's getting useful now. I can interact with C++ and JS now. I started on multitouch and it's almost working. Also!!! This works on the iPad now! (IOS6)
http://www.glbasic.com/beta/Support.html
Well done Gernot, very impressive! :good:
cool, but not work on S3 :/
White canvas!
Hey Gernnot, this it's very different, load in less than 2 seconds, and for me works in Safari, Firefox and Crhome, obviosly I'm in Mac, but now loads very very quick.... :nw: :nw: :nw:
Quote from: Kitty Hello on 2013-Aug-31
It's getting useful now. I can interact with C++ and JS now. I started on multitouch and it's almost working. Also!!! This works on the iPad now! (IOS6)
http://www.glbasic.com/beta/Support.html
Wow wow wow... I try my game NOW for html5!
Thanks G!
UPDATE:
Sorry, I think new GLBasic for download... not yet...
and
Tested link on my iPad 1(iOS 5.1), and a beautiful blank (white) canvas... :blink:
Update: I got multitouch working now!
Aaaand Joystick[0] is the acceleration now. (See link above)
Working on Windows 7 - 64bits + Chrome!
do you need to download a new glbasic beta?
Great!
Works fine on my desktop.
Works fine on Android + chrome as the attached picture shows, but it takes a while to load and it hogs on low fps.
Quote from: erico on 2013-Sep-06
Great!
Works fine on my desktop.
Works fine on Android + chrome as the attached picture shows, but it takes a while to load and it hogs on low fps.
+1
I think the size of html5 are huge!
checking back on pc, it took a while to load, but I think it was the page.
Kind of like, booting the html page takes a while, then ´loading app´ is quite fast.
Strange, I didn´t notice it on pc first time I ran this.
Anyway/option/method for download this test and try OFFLINE?
With a GLBasic program it would just be a case of saving the HTML 5 page and the output.data file
By the way, My C64 loading emulator is now available on my website (http://gipegu.com/HTML5/GLBasic/Misc/C64LoaderEmulator/Commodore.html). I didn't take into account the slower speed of HTML 5, so the changing of colours isn't as fast as it should be.
Quote from: Schranz0r on 2013-Aug-31
cool, but not work on S3 :/
White canvas!
Are you using a WebGL compatible browser - the only (decent) one so far is Firefox...
I chrome for android, you may need to enable experimental webgl.
I´m not sure if it makes a difference, but mine was on when I tested.
To enable, type on browser:
about:flags
then...change the webgl flag.
I'm no longer using WebGL. I will provide both back-ends later, though. I prefer the canvas, for better compatibility and the speed seems quite OK. Other browsers will soon upgrade to get better asm.js support.
Oh? So this demo posted here does not use it?
I see on android there are flags about CANVAS too, might as well give a go on all that without the webgl enable. :good:
Same on Win7 Pro x64 and Firefox 23.0.1.
Using a canvas, does of course, mean it should now run in Internet Explorer.
However, having the option for using (or not using WebGL) would be great.
Re-tested on chrome for android:
Works fine without webgl, but really slow (something about 5-10fps).
I tried messing the many other flags but did not get any speed improvement.
That is more or less correct when webGL isn;t used...
I'll try those flags. Just tried it on Firefox on Android but it just hung....