DirectX 11 Coming To Browser Games
arcticstoat writes "Forget Farmville, Flash puzzlers and 8-bit home computer emulators. The next generation of browser games will be able to take advantage of DirectX 11 effects, not to mention multi-core processing and both Havok and PhysX physics effects. A new browser plug-in called WebVision will be available for Trinergy's new game engine, Vision Engine 8. This will enable game developers to port all the advanced effects from the game engine over to all the common browsers. Of course, any budding 3D-browser-game dev will face the problem that not every PC has a decent graphics card that can handle advanced graphics effects. Not only that, but limited bandwidth will also limit what effects a developer can realistically implement into a browser game. Nevertheless, this is an interesting development that could result in some tight 3D programming, as well as some much more interesting browser games."
Will it work on Linux?
I'm pretty sure there's been 3D plugins before. One from Adobe springs to mind - it even had Havok physics engine....
No sig today...
Why bother when we have WebGL (the 3D canvas API) that doesn't require any plugins at all?
Really, the whole browser plugin idea is a grand, failed experiment. Instead of a fecund atmosphere of competing web extensions, the plugin mechanism has just resulted in one or two players achieving dominance and vendor lock-in.
Browsers themselves implementing experimental, then standardized functionality is a much more viable approach. It's given us all the real improvements to the web to date.
How long will it be until we can kill the plugin mechanism entirely?
after reading DirectX in the title. Why oh why do people insist on using single platform technologies for the web when the web in general is moving in the direction of open technologies?
3D graphics is bandwidth intensive, especially for textures. 3D accelerated postage stamps just won't be that compelling. Procedural textures are vastly smaller but are rather labour intensive to create. While this is a nice concept it won't be replacing downloaded 3D content anytime soon. I have enough trouble convincing people to wait for a 2MB Java applet that's downloaded once and cached with WebStart.
The real advantage of the Web to games is its cross-platform support. Technology that won't work on OSX, Linux, iPhone, Android, Maemo, and the majority of other emerging devices is just wasted effort.
So, it'll be like a normal game, only take ages to load, have terrible performance and be full of interstitial adverts? Though I realise with a lot of games these days those terms are relative.
No one wants Flash and I suspect no one will want yet another browser plugin. WebGL is a much nicer option:
http://hacks.mozilla.org/2009/09/webgl-for-firefox/
http://hacks.mozilla.org/2009/09/three-more-webgl-demos/
http://hacks.mozilla.org/2009/10/webgl-in-the-wild/
http://hacks.mozilla.org/2009/12/webgl-goes-mobile/
http://hacks.mozilla.org/2009/12/webgl-draft-released-today/
And here's WebGL combined with Theora video to create a 360 degree interactive video:
http://bjartr.blogspot.com/2010/01/long-delayed-webglu-update-some-360.html
Shaders these days are fully programmable and DirectX allows access to them. I can't see any reason why a shader run off of a webpage couldn't do whatever it wants.
Graphics cards don't have any privilege ring security like x86s do. They simply trust that whatever shader that is sent to run on them is as trusted as the application running on the CPU that sends them the shader.
With this plan your browser will be sending your graphics card shaders to run from whatever website you visit.
Either they are going to have to prune the API down a lot before it is safe (without shaders you may as well be using an earlier version of DirectX), or they are going to have a security nightmare.
all we need are more applications (yet less those performance demanding) depending on webbrowser. What happened with good old optimized desktop applications? Now even most people dont use the desktop mail client anymore
God's gift to chicks
Here in Italy (at least in South Italy) latencies are very bad. Guess it won't be possible to play FPS easily.
As QuakeLive [http://www.quakelive.com] does, prefetching the game levels makes loading quite fast if you have enough bandwidth, but the latency problem persists.
Not all browser games need to be 2D or an ugly sort of 3D that resembles something from the Nintendo 64 or worse. Here is an example of a 3D, browser-based FPS game that not only runs great (with Firefox) but also looks as good as any other modern FPS title:
http://www.interstellarmarines.com/
Browser games have enormous potential (with the exception of Flash based games).
Unless I missed it, I'm pretty sure DirectX is Windows only. So that means any web game/app that is written in it would have to have be made for either Windows Vista or 7 ( http://en.wikipedia.org/wiki/DirectX ) as those are the only 2 OS's that support it. It also means that any and all OSX and Linux boxes wouldn't be able to use these browser games/apps. This type of problem has already caused strains with Flash not being better supported on those OS's, now we'll have a worse issue with this. Yeah, don't see it happening just for this issue alone.
Attention... all grammer nazi"s! Is they're anything; wrong with: my post,
I thought Unity was going to be the One True Plugin for all platforms, and that games shops would focus there. I'm so naive.
Is latency what fucked up your font?
This reminds me of Quakelive.
It's a great idea on paper, but usualy DRM/anti-cheats come to play.
Look at QL, you can't just login and play, you need to install a plugin. And then you need admin rights (atleast on windows) so the plugin could install the DRM/Anti-cheat crapware.
Why would I want to install another plugin with security holes etc ?
Will it work with Safari on Mac OS ? iPhone OS ? How about LKinux and Firefox ?
Use HTML 5 instead of creating a new flash.
This may be the start of a major war to lock customers into DirectX.
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Although I hate Flash, I would still rather have an open standard than replacing it with DirectX. At least Flash works on most of the platforms
I am surprised that such a move is not coming rather from a company involved in either graphics or cloud computing. The next step after putting DirectX in your browser is to move the complex and hardware intensive computations on a server and charge people on a monthly basis to access the games. This would solve piracy by requiring you to sign in to play a game !
Don't you know it is now both immoral and criminal to think beyond the next quarterly report?
He's writting in Italian you insensitive clod!
What made someone who made a browser plugin for the web even THINK about DirectX 11? How is that possible? How can someone create something for the web and choose a Windows-only technology instead of OpenGL?
Forget Farmville, Flash puzzlers and 8-bit home computer emulators. The next generation of browser games will be able to take advantage of DirectX 11 effects, not to mention multi-core processing and both Havok and PhysX physics effects.
Why does this sound familiar. Maybe because it reminds me of Macromedia Shockwave, the browser plugin from the 90-s. With OpenGL, Direct3D support and Havok for physics effects. Yet today we still play Farmville and Flash puzzlers, some of which make millions of dollars per month for their makers.
Every year another naive startup announces the next generation of gaming on the web. History is full of 3D plugins that failed to gain much traction beyond a small niche of devoted users.
The fact is browser experience should be light, compatible and ubiquitious among a range of devices, and Flash/Silverlight is already pushing the limits of what is practical in a browser plugin. If your app will be big, resource-hungry and platform-specific, then offline applications simply work better.
Latency is not an issue for single player games if you're precaching everything.
If your issue is with latency in multiplayer, then you will have the same issues no matter what platform you are using for your gaming.
which is totally what she said
The poster either doesn't know jack about the gaming ecosystem or is an employee of the so called plugin developing company. Its not 2D v/s 3D, its good game v/s lousy game. Its all about the gameplay! Unfortunately, a lot of people naively associate 3D with better gaming experience. See what happened to Sony who tried to go for killer graphics capability on the PS3 v/s Nintendo who didn't care much for the latest greatest graphics capability, but instead went for the user experience. In addition, the so called "Flash puzzlers" have a fast turn around development cycle, cost way less than 3D game development, are ultra-lite, and therefore have much better economic viability. (Even if your game flops, you don't end up losing a LOT). In short, NO, nobody is going to forget about the Flash puzzlers as the poster proclaims.
Some one is thrilled whit the idea of making internet MS only!?
The Panda 3d engine has a BSD license, and you use python to develop the games. They recently released a browser plugin too. Their runtime works in Windows, Linux, Mac OS X, and of course the iPhone.
This is the way to go, to get the most platforms covered as possible. Everyone is drooling about their new iPhone/iPad or Android phone or whatever. Mobile is not the next big thing, it's the big thing right now. With a Direct X 11 browser plugin you're achieving very little, what's the use? Halo, the Internet Explorer edition?
"... limited bandwidth will also limit what effects a developer can realistically implement into a browser game."
Why does OP claim this? Remember: browsers can also work with local resources. So maybe it could be used like other engines, such as in Everquest II. Sure, you are interacting online... but most of your graphic object definitions are local; there is no "bandwidth limitation" there. Same with some FPS games. Almost all the graphic resources are local, and the only "bandwidth" issue is the amount of interaction information that can go over the net.
Somebody will figure that out, if they haven't already. And there goes that bandwidth limitation. Bye bye.
Where's the whatcouldpossiblygowrong tag when you need it?
Ever wondered whats wrong with the world? http://www.ishmael.org/
Well, QuakeLive is a multiplayer FPS, so I guess latency rules. We are talking about online gaming, have you ever played an online fps alone?
Such 3D plugins have existed for ages. There was Virtools, now Unity... nothing new here.
Download a native.dll file with the game logic in it? That'll work out well...
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Yep, that works...until the mouse accidentally strays onto the second monitor and you click there...ooops!
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I'm going for the latter.
Plenty of 3D plugins have come and gone over the years. There's obviously no real demand, DX11 or otherwise.
PS: Why would DX11 be more compelling than (eg.) DX9?
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We're just talking about browser based games - that does not automatically imply online multiplayer. And like I said - latency is really not an issue with browser games, it is a connection issue which you'd have no matter what method you are using to play your games.
which is totally what she said
The bandwith used in 3D games would be mainly for its texture as the game logic and models arent so big. Procedural texture could be used, see www.theprodukkt.com/kkrieger for an idea.
so you've found a bug. How is that relevant?
I loaded the QuakeLive plugin on Linux under firefox. Works great - no issues with latency or display fps. Very playable, IMHO.
I keep wondering if this won't open a whole new series of security exploits. Has Direct X been tested for cracker cooties?
http://www.beanleafpress.com
Flash basically runs everywhere where it is allowed (not iphone) and feasible to code for, it is just you and others who are so cool to disable it.
DirectX on the other hand, is chosen to run on Windows by its vendor itself. Not just Windows, in case of DirectX 11, it will only run on Windows 7.
There is a technology/plugin which runs on both Windows and Mac (which means 98% of coverage) and can use both OpenGL and DirectX, has professional application support. Shockwave of course. Is Adobe pushing it enough? Do they release a light, linux version? Of course they are Adobe and they don't.
And the news is what, exactly?
Unity 3D has had a browser plugin for its engine for several years now. (PC and Mac)
There are one or two others as well.
So the news is what, again?
Assorted stuff I do sometimes: Lemuria.org
No, Italians have a fixed-width accent.
You are welcome on my lawn.
The idea of a browser is a grand, failed experiment, not only the plugins. Slowly but steadily the browser is turned into a software distribution platform, which is the thing that should have existed first. The document browser is just one application of the software distribution platform.
You can already use OpenGL if you make it in Java.
Troll is not a replacement for I disagree.
Check out this demo of unity3d: http://unity3d.com/gallery/live-demos/tropical-paradise 3d hardware accelerated gorgeous tropical island in your browser! The first time i saw it, i could only say: "no way this already exists"
He's writting in Italian you insensitive clod!
No, he isn't!
The irony is that Macromedia Shockwave Flash (now Adobe Flash) was what "killed" Macromedia Shockwave (now Adobe Shockwave). Victim of their own success and all that.
Incidentally, the former name is why Flash files use the .swf extension.
GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
The 'next generation' is already here. I'm one of a growing number of game developers who work in Unity3D. It's a game engine that allows you to work on either Mac or PC, and can build it's applications for Mac, PC, browser, iPhone, and Wii. You can do shader programming in Cg, so I assume that the engine will keep up with the latest DirectX and OGL releases.
Not a 'bug', I think it's part of the browser functionality. All flash programs do the same thing (you can't watch flash video fullscreen on second monitor - as soon as you use the mouse on the primary monitor it drops out of fullscreen mode).
Maybe it could be fixed... but at this point you might as well not be using a web browser (which is the real point being made here - the browser only limits you and gets in the way).
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No sig today...
3D games in a web browser? Been there, done that.
Also, Trinergy appears to be a Windows-only technology wheras Unity works on MacOS too (and additionally supports native building for iPhone & Wii)
Yeah, it's not like anybody has done this or anything. I'm sure that *this* time, it will completely revolutionize gaming. And somehow install the desire for hordes of consumers to want to play graphically intense 3d games from their web browser...
not supporting every possible scenario 3rd parties would like to do. It's not your shit, OK?
Yup. And don't forget WildTangent. I remember playing with 3D graphics in my browser back in 2002. Same limitations: Windows-only, annoying to load, different performance on different computers. It was a fun learning experience, though.
This isn’t anything new. You can do anything with a “browser”, as long as you have the right plug-in.
Which of course nobody will ever have installed, unless some big player drives people to it.
As seen in the countless 3D plugins that existed since at least 1996! Hell, I was playing accelerated 3D browser games, before 3D acceleration cards hit the mainstream market at all! (And I ever played some king of SecondLife, called “Alpha World(s)”. I even had built a house in there,)
I will wait for WebGL. (And WebAL? Please? Because even my mobile phone can do EAX 4 HD like effects now.)
Any sufficiently advanced intelligence is indistinguishable from stupidity.
If i remember correctly, there was some "new" opengl thing coming to browsers right? Something to do with quake... I can't for the life of me remember what it was. Anyway, opengl would be cross-system.
Directx would be bound to windows, which begs the question...why... The only thing this achieves is to render the download and double click of an "exe" file obsolete at the cost of probably being run in a sandbox.
It would not run on any other system, hence forgoing the biggest advantage of the web: everyone can access / use it.
This is pointless beyond pointless.
Whatever happened to those efforts? I remember playing with OpenGL for Java on Mac OS9. Java was a "free" way to get into programming at the time. I remember putting together an mp3 player before iTunes existed, thanks to Quicktime4Java. It had a visualizer plugin api...one of the plugins I wrote used OpenGL4Java but most were modified applets I found online (fireworks, etc).
It always took forever for the Java apps/applets to load but once they were up and running it all seemed fast enough.
Well, we already have this. Its's called Java with the Java3D Library. And it's completely platform independent and open source.