[text of my emcee rant from tonight's cocktail social at HTML5DevConf]
I’m not actually here right now.
You’re seeing an incredibly powerful simulation, crunching petabytes of data at teraflops speeds. Combined with the right sensory hardware, we’re able to create illusions of size, shape, color and sound… even touch. Go ahead: touch me. Realistic, isn’t it?
This simulation is the product of the longest-running R&D experiment we know: evolution. Evolution: the first lean startup. Brought to you by the most powerful technology we’ll ever see: reality. Collisions of atoms, and sprays of electromagnetic radiation. Big data meets bright light.
So as we gather tonight to celebrate how freaking smart we are, let’s just remember where we came from. The internet is everywhere, on everything, in everything. But this is just the beginning. We have a lot farther to go before we can say that everyone and everything are truly connected.
BUT until then…
Video, audio, 2d graphics, 3d graphics, databases, threads, sockets… HTML5 is *the* platform for building content and apps across operating systems and devices. Not controlled by one vendor; write an application once, in one programming language, with one set of system services. What developer doesn’t want this? Coming soon, the browser will have virtual reality, new input devices, bluetooth networking, and real-time control – the *next* platform to power mind-blowing new experiences, new user interfaces, new control systems for connected devices.
HTML5 isn’t a technology so much as a mindset and a process. A mindset of sharing to create opportunity: grow the pie, and each slice grows bigger. A process of open collaboration and open development: stand together or fall apart. Without a standard platform, we’re trapped in silos of experience, and fall short of our true potential. With a standard platform, we’ll connect everything to everyone, and hit new heights. Big data meeting the bright light.
Finally, you have broader considerations that might follow what you would call the “falling domino” principle. You have a row of dominoes set up, you knock over the first one, and what will happen to the last one is the certainty that it will go over very quickly…
– Dwight D. Eisenhower, April 7, 1954, on the rise of communism
It’s taken a while, but it looks like the final domino is about to fall. The global onslaught of WebGL was already unstoppable – once Microsoft got on board with IE 11 last year – but now it’s official, at least on the desktop. Today at WWDC, Apple announced that WebGL will turned on by default in Safari on the upcoming Mac OS X 10.10, code-named ‘Yosemite’.
Now, for the 5+% of web users who browse this way, it’s good news. I would assume that this takes desktop WebGL adoption to near 100% – blacklisted cards and ancient desktop hardware being the exceptions.
But of course, the $64B question on everybody’s minds is: what about mobile Safari? That’s what most people care about. Well, Apple didn’t say anything at WWDC, but the site HTML5 Test, a browser capability testing site, reports that WebGL is running on iOS 8.0! If you’ve got the beta installed, please go try it out and confirm this. I haven’t done yet. Also here is an independent confirmation by Jay Moretti, tweeted by AlteredQualia.
So you could have a beginning of a disintegration that would have the most profound influences...
VR is back, baby. With a vengeance.
In 1994, Mark Pesce and I worked with the world wide web development community to create the Virtual Reality Markup Language, aka VRML. The goal was to develop a standard way to represent 3D virtual worlds connected via the burgeoning Internet: Habitat cum Snow Crash as front end to a potentially world-encompassing Web. It didn’t matter that the modems were 14k dialup, the computers ran at 60Mz (that’s with an “M”) and that the “Web” at the time was AOL, Compuserve and Prodigy. We had a vision, and nothing could stop us. We roped in big companies like Netscape, Silicon Graphics, Microsoft and IBM to come along for the ride.
Fast-forward to 2004. VRML had gone bust years earlier, but I managed to sell my VR startup before the crash (yay irrational exuberance!). I took an extended break from pushing 3D rocks up virtual hills, and moved on to other things. Then, possessed by God knows what, I dove back into a 3D project. This time it was X3D, the successor to VRML featuring “modern” graphics and XML (because everybody was doing it). The idea was that broadband infrastructure and hardware had caught up to the vision. We still needed a plugin because 3D didn’t come natively in a browser. But, no problem: we were up to the task. We built some cool demos, including a kick-ass shopping experience in partnership with eBay.
We spent the next two years pitching investors who didn’t get it. I could barely see through the blood streaming past my eyes from beating my head against the wall so hard. And then, something wonderful happened: Second Life made the cover of Business Week, and a new virtual world land grab ensued. I wiped the blood off, dusted off my pitch, brought in a hotshot Valley CEO and promptly raised $10M from top venture firms to fund Vivaty, a browser-based virtual world. Good things come to those who wait I guess. Ultimately, Vivaty came up short, a victim of internal misalignment, strategic misfires, and goofy product decisions… but mostly timing. 2009 was a bad year to try to raise a B round. The VCs were all jumping out of their second-story windows over the recession. We sold our great technology to Microsoft and moved on.
(Little known story: during those lean years, we pitched Accel, who had just pumped $13M into Facebook. During due diligence, they put us in front of Zuck, who promptly threw up all over the idea of 3D shopping in eBay. “Why is this better?” Why indeed? Needless to say, that deal died stillborn. But no matter: we eventually got our funding from people who got it.)
Fast-forward again to 2014. WebGL is here, there, everywhere. Phones and tablets do kick-ass 3D. There are no more reasons to not build great shared 3D experiences. We have the rendering, the broadband, and a huge base of multimedia-savvy developers. Oh and Oculus VR is now Facebook. In one stroke, virtual reality has been validated, vindicated, and safeguarded for a new generation of entrepreneurs. Those of us with a passion for creating anything virtual are now free to try virtually anything regarding new types of user interaction and out-of-the-box business models. And I’m back at it, thinking about how to launch a VR startup.
What a difference a decade makes. Er, two decades.
I was pretty excited last night. At long last, Famo.us was going to release its public beta at the April 9th launch party in San Francisco. I couldn’t make it to the party, but I was one of the early signups, so I figured the code would be available online.
Out of breath from running to my browser, I logged in to my Famo.us account. This is what I saw – an actual screen shot from my account page.
My number in line?
Oh wait, I get it: they’re going retro. I expect to see my shiny new shrink-wrapped CD-ROM in the mail any day now. I hope it comes with 100 free minutes of API use!
Are they fucking serious?
Unsubscribe… oh wait. There’s no button.
I don’t like using this blog as a bully pulpit. I really don’t. Especially since my kid is now attending mandatory anti-bullying classes. I know it’s not the fashion. But in this case I have decided make an exception.
Unfortunately I had to miss last night’s Famo.us “launch event”– dubbed #launchalready and announced, like everything else they have done, with much fanfare– because I had to stay home to take care of my sick wife. (And watch the US continue to flail in Sochi but that’s another story).
As it turns out, according to an anonymous source who shall remain nameless, it’s OK because I didn’t miss anything. Yet again, Founder Steve Newcomb cavorted onstage showing info-viz demos mislabeled as 3D, took potshots at the DOM, CSS, basically anything a browser actually does today. He also poked his cattle prod at AngularJS and PhoneGap for good measure. (Guys maybe I missed that class in startup school, but I don’t see how maligning the technology your prospective users rely on to earn their daily bread is a viable strategy for winning them over.) According to my source, the event was “underwhelming,” came off as “arrogant,” and Newcomb came off more like the “Justin Beiber of the Internet” than a serious player.
At the end of the day, code talks and bullshit walks. I might forgive all of the above if they had actually released the product. Go to their site right now http://famo.us/c/ and you’ll see the same message I have been looking at since I signed up for the beta nearly two years ago:
sign up for the beta
Go ahead, sign up. Maybe in two years it’ll actually be out.
In the meantime I will continue to ask Why Do We Need This? Especially when you can render D3 to WebGL and use Three.js to create CSS 3D presentations without having to throw out everything else you know.
And I only have one thing to say to Steve Newcomb at this point:
Your lunch money. And I’ll be back tomorrow.
WebGL just had its big coming-out party.
At last week’s San Francisco HTML5 Meetup, All about WebGL, a quartet of speakers plus lightning presenters wowed a record crowd of 500 plus at Google San Francisco, and many more via the livestream.
After my typical opening talk introducing WebGL to the uninitiated, Don Olmstead of Sony showed how to make WebGL really work in a constrained environment like the PS4; Goo Technologies’ Victor Sand showed content creation made easy with the company’s new tools, which Peter Moskovits from Kaazing promptly wired up to mobile controllers using the company’s web sockets tech. Finally, Isaac Cohen Leap Motion’s Isaac Cohen found his happy place with WebGL and the Leap, and blew minds in the process. And there was more. The program was too big to go into detail here; check out the event page for links to the live stream and all the presentations.
But it was big, the biggest ever SFHTML5 meetup. And it was all about WebGL.
2014 is the year WebGL tips. Do we need more proof than:
- Microsoft is on board, with WebGL in both desktop and mobile Internet Explorer.
- Amazon built WebGL into the Silk Browser and WebKit for Fire OS. At $229, the 7″ Kindle Fire HDX is probably the best multimedia device deal on the planet… thanks in part to WebGL.
- Sony built the whole PS4 user interface out of WebGL. 4.2M seats in one whack… and growing.
- The NORAD Tracks Santa site saw 48.8% WebGL success across all browsers & platforms for 20M visitors, an increase of 146% over 2012.
- And next week, we’ll be talking WebGL at one of the best-ever-attended SFHTML5 meetups. We broke the group’s record for wait list (over 500)!
Thanks to some friends at Amazon, I was fortunate enough to get hold of a Kindle Fire HDX the minute they hit retail. Naturally, the first thing I did was pop open the Silk browser and, hoping against hope, opened a web site with WebGL.
Apple, Google: take notes.
This changes EVERYTHING.
No more rumors; it’s confirmed: today, Microsoft announced that IE 11 will ship with WebGL.
!#@$ng pinch me. They finally, really did it.
I am blogging live from Frank Olivier’s talk, Hyper-Fast Web Graphics with WebGL, at the Microsoft Build conference in San Francisco. Frank is a senior program manager responsible for getting their WebGL out the door. Some tasty tidbits from Frank’s presentation:
- Frank has been working on IE since IE9, when they started rendering with hardware acceleration. They have been building the IE WebGL support “for a while…”
- Demo of Photsynth 2 – preview built with WebGL – take your own photos, upload to web service, it stitches them all together and presents in a browser. This is a very exciting application.
- According to Frank, the power of WebGL is, you get to control and program the GPU yourself. It’s for more than just 3D. You can do a lot of things, really fast, programming each pixel on the canvas using the hardware to accelerate and parallelize your processing.
- Tutorial on WebGL API – photo warping – basically 2D intro – actually a good tutorial! Will get link later.
- Overview of GLSL. Very good, made accessible for Web devs.
- Frank called WebGL the “best choice” for web content that requires 3D or GPU programming – but also consider CSS Transforms, 2D Canvas or SVG. Also hardware-accelerated but simpler to use, helps you avoid “gratuitous 3D.” Or of course go Direct3D if you are OK building a native app.
- Status of the implementation: common WebGL/three.js functionality works; they’re happy with perf so far but looking for performance feedback.
- WebGL will be ON BY DEFAULT in ALL IE11 DEVICES – this includes Windows RT. Also in web-based Windows apps such as in the Store. Talk about burying the lead… !
- Architecture: API translation to DirectX runtime. Is it slow? No, it’s a very thin layer. (Chrome does this kind of thing on Windows already with ANGLE, right?)
- r/e Security: Frank related that the IE team is “happy that things have changed a bit,” – spec updates w image security via CORS and context loss handling. Whew.
- MS also has their own security innovations: they sandbox GLSL via translator that reconstructs it to be safe; they also do GPU recovery to halt a wayward driver or shader program. In addition, they leverage various secuirty improvements that come with the DirectX 11 runtime. Plus GPU driver source code audits. Finally, they have a software renderer as a fallback. Sounds very robust!
- The presentation covered techniques to help with interoperability across devices, and best practices e.g. use requestAnimationFrame(), avoid background rendering, don’t overdraw. Hear, hear!
- From the Q&A… somebody asked if you could also write a shader in HLSL. Thankfully, Frank said, “no.” I’m glad, because that way lies madness…
This was good stuff. A great talk for the MS audience, and in my opinion, a shot in the arm for 3D web developers. With Microsoft in the mix, WebGL is only going to get better, stronger, faster. If you’re interested, follow Frank on Twitter @frankolivier.
Microsoft used to know how to win developer hearts and minds. They didn’t have to bully developers (though they did their share of that), they just built great tools and delivered huge audiences, despite having a so-so platform. But that was the old days. Now they have to work at getting people back. Adding WebGL to IE is a step in the right direction. We’ll see if it’s enough to get Windows 8 and IE11 some developer mindshare.
For the WebGL faithful, this news is monumental. Lack of WebGL support in IE has been a serious impediment to adoption in certain circles; elsewhere it has been a continued perception problem. As part of this initiative, Microsoft has also about-faced on its hard stance about WebGL and security. In one fell swoop, we have universal adoption and endorsement. Huzzah!
Ahem. But there is still one significant WebGL holdout. So I have to ask– not being one to see an elephant sitting squah in the middle of the room without saying something–