Originally posted by S.N.N.you were right when you called out the fact that I hadn't programmed before and I only recently picked it up)
Eh, games still give me trouble, but you seem to have picked it up right out the gate. I think I over analyze what I suspect will be problems and so talk myself out of working on it. No naïve optimism I usually have. Kudos.
Originally posted by S.N.N.-WebGL is faster than a canvas, but it's also not supported on every platform. Since I'm not making a mobile game (where I believe WebGL is NOT supported), I don't see any issue in using it.
Yeah, but I would suspect canvas would be fast enough for a 2d game while maybe being a little easier to work with, but I've never used WebGL. Do you draw each of the "pixels" separately, voxel style, or do you have image resources that look like they are?
WebGL is supported on some mobile platforms (opera, Firefox) and it would surprise me if more aren't coming soon (chrome). The big problem with mobile would likely be controls. I overlaid some buttons over my canvas element for mobile users, but it really doesn't work very well. All the desktop browsers that matter support WebGL, and you get free Mac and Linux support without changing any code. Browsers are getting pretty cool.
Originally posted by S.N.N.-It's the OpenGL SDK.
I've never heard of an opengl sdk for webgl. Linky?
Originally posted by S.N.N.Nope. I've barely even heard of Silverlight. By the sounds of it, it's a good thing I passed it up.
It's like an entirely unnecessary version of flash. Because, as per the norm, Microsoft loves being ~10 years late to the party.
It wouldn't be much worse to make a game in it than flash, but mixing it with WebGL would just be WTF. Like Java applets, just a way for terrible programmers to avoid growth.