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Funny how it says firefox isn't supported in some tutorials!


Well, I wouldn't say it's funny. (disclosure: I work for Mozilla)

I don't like these sites because they mislead developers about which technologies are standards and which are not.

But don't strawman me here: I actually have no problem with browser vendors unilaterally extending HTML. I like that Opera, Google, Apple, Microsoft and various plugin vendors all try it. Sometimes great ideas show up that way (you can thank the IE team of old for the great majority of them).

It's also disturbing because it takes the name of something we all work on together and applies it to technologies where there is no agreement. And some of them really do suck! Apple and Google clearly don't care about this problem, and are happy to label whatever they work on as HTML5 (my favorite was the Unity demo during Google I/O... it was all plugins). At this point, it's safe to assume you've encountered meaningless bullshit when some VP gets up on stage and says "HTML5".


They clearly said during Google IO that Unity was running on NaCl though. And this site html5rocks looks very neutral and their demos don't force you to use any browser in order to be tested unlike Apple demo.


Actually, they showed it running under the Unity plugin, but said they had a NaCl version somewhere else. Then, the VP said "it's a full 3D game, it's very rich, and it leverages a lot of HTML5 APIs". I wonder which HTML5 APIs the Unity plugin is leveraging.

Here's a good example of the headlines that went around:

Google IO 2010 reveals 3D Lego Star Wars running in Chrome with HTML5 http://www.casttv.com/video/eb54nk1/google-io-2010-reveals-3...

:)


> I wonder which HTML5 APIs the Unity plugin is leveraging.

There's no Unity plugin, it all runs on NaCl. And NaCl can communicate with the DOM so I guess that's the part, and the app can be stored in local storage.


There is a Unity plugin. You can download it here: http://unity3d.com/webplayer/

There is also currently experimental support for Unity running in NaCl instead.

http://blogs.unity3d.com/2010/05/19/google-android-and-the-f...

There appears to be some confusion about which was actually demo'd in the keynote, but either way the currently publicly available one is a plugin, and NaCl itself isn't HTML5 or a web standard even by the fuzzy definitions generally thrown around. It's still interesting tech though.


I know there is a unity plugin for browser, but the one being used at Google IO was running on NaCl (unless they lied about it), I don't know if it's already available or not to the general public. NaCl is not HTML5 but it's possible that the piss of bytecode is stored into the browser using HTML5 local storage so that you don't need to redownload the whole game every time you use it, just a guess though.


I know there is a unity plugin for browser, but they said at Google IO that it would run on NaCl, I don't know if it's already available or not to the general public. NaCl is not HTML5 but it's possible that the peace of bytecode is stored into the browser using HTML5 local storage so that you don't need to redownload the whole game every time you use it, just a guess though.




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