and KorGE on the Web is using WebGL and WebGL only...
# korge
f
and KorGE on the Web is using WebGL and WebGL only correct? No Canvas fallback?
d
in which cases would you need canvas fallback?
right now it requires shaders always, but to support watchos we might support a simplified version withot filter support using the internal dom of spritekit or so
f
Actually another question does Korge use WebGL 1 or WebGL 2.0
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WebGL 1
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I guess if I wanna use old Android devices or Opera Mini I would need to Canvas fallback
d
Korge 2.0 will benefit from 2.0 when available and will fallback
f
but I guess that browsers are pretty much dead
d
Dont think anyone uses opera mini already. And if they do, probably lots of things wont work there so they have a problem and they will have to switch to somewhere else to access extra content
f
IE10 might be still athing (for all the die hard Windows7 fan’s) but probably way to unimportant to implement a complete different render backend haha
d
• 96.65%
that's enough
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nobody is using ie10
and happens the same as opera mini
they would have problems with tons of websites so they have the problem, not us
they have to use other browser to consume most of the content
f
You would be surprised (I work for a fintech company) and some of our end users are on IE 9 and 10 😞
d
yeah, but maybe not even youtuve works on 10
so maybe for an app it works
but for entertainment probably most people switches to other thing
f
Yeah makes sense. Was just curious 🙂 I really need to give it a try and converting one of my Minigames build with phaser how performance and size would be different with Korge one day
d
👍 with kotlin 1.4 the size of the JS output is more or less half the size