WebGL: adapting to the device
This is a rather under-studied area, but it is going to become more important as WebGL is increasingly used to make websites. This article is a summary of my thoughts and learnings on the topic, so far.
I should say that my context is using WebGL for things other than games. Informational websites, educational apps, data visualization, etc., etc.
Please use the comments to add related links you can recommend; or just to disagree.
What is RWD?
Responsive Web Design. The idea is that, rather than make a mobile version of your website and a separate desktop version of your website, you make a single version in such a way that it will adapt and be viewable on all devices, from mobile phones (both portrait and landscape), through tablets, to desktop computers.
Mobile-First? Progressive Enhancement?
Mobile First is the idea that you first make your site work on the smallest screen, and the device with least capability. Then for the larger screens you add more sections.
This is contrast to starting at the other end: make beautiful graphics designed for a FullHD desktop monitor, using both mouse and keyboard, then hiding and removing things as you move to the smaller devices.
Just remember Mobile-First is a guideline, not a rule. If you end up with a desktop site where the user is getting frustrated by having to simulate touch gestures with their mouse, then you’ve missed the point.
It Is Hard!
RWD for a complex website can get rather hard. On toy examples it all seems nice and simple. But then add some forms. Make it multilingual. Add some CSS transitions and animations. Add user uploaded text or images. Then just as you start to crack under the strain of all the combinations that need testing, the fatal blow: the client insists on Internet Explorer 8 being supported.
But if you thought RWD and UX for normal websites was hard, then WebGL/3D takes it to a whole new dimension…
Progressive Enhancement In 3D
Progressive enhancement can be obvious things like using lower-polygon models and lower-resolution textures, or adding/removing shadows (see below).
But it can also be quite subtle things: in a 3D game presentation I did recently, the main avatar had an “idle” state animation: his chest moved up and down. But this requires redrawing the whole screen 60 times a second; without that idle animation the screen only needs to be redrawn when the character moves. Removing the idle animation can extend mobile battery life by an order of magnitude.
And that can lead to political issues. If you’ve ever seen a designer throw a tantrum just because you re-saved his graphics as 80% quality jpegs, think about what will happen if two-thirds of the design budget, and over three-quarters of the designer’s time went on making those subtle animations, and you’ve just switched them off for most of your users.
By the way, it is also about the difference between zero and one continuous animations. Remember an always-on “flyover” effect counts as animation. An arcade game where the user’s character is constantly being moved around the screen does too. So, once one effect requires constantly re-drawing the scene, the extra load of adding those little avatar animations will be negligible.
Lower-Poly Models
I mentioned this in passing above. Be aware that it is often more involved than with 2D images, where using Gimp/Photoshop to turn the 800x600 image to 320x240 and as lower quality can be automated. In fact you may end up with doubling your designer costs, if they have to make two versions.
If the motivation for low-poly is to reduce download time, you could consider running a sub-surf modifier once the data has been downloaded. Or describing the shape with a spline and dynamically extrude it.
If the motivation is to reduce the number of polygons to reduce CPU/GPU effort, again consider the extrude approach but using different splines, and/or different bevels.
Shadows
Adding shadows increases the realism of a 3D scene, but adds more CPU/GPU effort. Also more programmer effort: you need to specify which objects cast shadows, which objects receive shadows, and which light sources cast shadows. (All libraries I mentioned in Comparison Of Three WebGL Libraries handle shadows in this way.)
For many data visualization tasks, shadows are unnecessary, and could even get in the way. Even for games they are usually an optional extra. But in some applications the sense of depth that shadows give can really improve the user experience (UX).
If you have a fixed viewing angle on your 3D scene, and fixed lighting, you can use pre-made shadows: these are simply a 2D graphic that holds the shadow.
VR
With virtual reality headsets you will be updating two displays, and it has to be at a very high refresh rate, so it is demanding on hardware.
But virtual reality is well-suited for progressive enhancement: just make sure your website or application is fully usable without it, but if a user has the headset they are able to experience a deeper immersion.
Controls In 3D
Your standard web page didn’t need much controlling: up/down was the only axis of movement, and being able to click a link. Touch-only mobile devices could adapt easily: drag up/down, and tap to follow a link.
Mouseover hints are usually done as progressive enhancements, meaning they are not available to people not using a device with a mouse. (Meaning in mobile apps I often have no idea what all the different icons do…)
If your WebGL involves the user navigating around a 3D world, the four arrow keys can be a very natural approach. But there is no common convention on a touch-only device. Some games show a semi-transparent joystick control on top, so you press that for the 4 directions. Others have you touch the left/right halves of the screen to steer left and right, and perhaps you move at a constant speed.
Another approach is to touch/click the point you want to move to, and have your app choose the route, and animate following it.
Zoom is an interesting one, as the approach for standard web sites can generally be used for 3D too. There are two conventions on mobile: the pinch to grow/shrink, or double-tap to zoom a fixed distance (and double-tap to restore). With a mouse, the scroll-wheel, while holding down ctrl, zooms. With only a keyboard, ctrl and plus/minus, with ctrl and zero to restore to default zoom.
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