Well, you jest now, but if rumors ever come to fruition (I don't believe they will) and Apple enters the "smart car" market, by this policy, Apps for Ford or Honda compatibility would start to get rejected.
I'm interested in finding out what kind of inter-car communication these companies are considering; direct reports from cars on the scene as well as official beacons that cars can subscribe to along highways and in cities.
I think that's the issue though, hard to compete with getting it all for free without any lawyers or needing to even ask, especially when you are a paying customer. It will take time but with the source for Unreal being on GitHub it has the potential of becoming an actual "open" standard of sorts given how much the community can contribute back. It also makes it a greater platform for experimentation for universities and students in addition to smaller shops that can't afford to license it. Usually when a company says that the source can be negotiated separately the price is of the form of: "if you have to ask..."
My barrier to entry with Unreal is not knowing C++ - I picked up a few books and will be diving in shortly, but I'm already good with JS so UnityScript was easy to pick up (easy, but painful none-the-less).
my only issue with this has to do with the occasional lapse in recognition of the touch ID. if it can't read your fingerprint several times, it asks for your password code. touch ID is of course not theft-proof, but initially it's a slightly greater obstacle than a simple numeric code.
I would guess 0. My understanding is that you are rendering at the full higher resolution then simply computing the proper subpixels on the offset displays to align them right. You still need all the data there using the full amount of memory otherwise you can't really perform the calculations necessary for the subpixel/temporal interpolation.
Wouldn't that be too taxing on battery life? I'd rather have WebGL used for 3D games or visualizations where I at least know the impact beforehand rather than like flash or as a CSS animation alternative.
That's a good point. I've never compared the battery usage. But you don't have to make everything 3D (I think). I think you can use WebGL in a 2D context and the battery impact is probably less significant.
Mostly, I just want to avoid learning each mobile platform just to make one app. That's been turning me off from mobile development for years. I'd rather use something like Cordova with webgl and hit all mobile platforms in one shot.
I've never heard of "WebGL in a 2D context". WebGL is WebGL is WebGL - it's a WebGL context. Whether or not you decide to feed it drawing commands that will end up looking like a 3d object or like a 2d sprite is up to you.
I was thinking of a 2d canvas context. Basically, I would expect battery consumption to be lower when WebGl is rendering 2d than it would be if it were rendering 3d. It just seems intuitive that 3d requires more computation. But I really don't know. I've never seen any battery usage comparisons.
the browser may be able to optimize the 2D canvas operations by using the GPU more efficiently, but drawing with the webgl stack is going to suck the same amount of battery whether doing 2D or 3D. After all, 3D is really just correctly positioned 2D triangles.
It would be interesting to see what the impact would be in a more limited context as you suggest. Also, having it as part of a toolkit would lessen the burden and allow for continuous optimization. Exciting times!
I nod my head in agreement with most of these OpenGL are broken articles. I've work on the OpenGL version of Call of Duty, Civilization, and more for the Mac. I think Timothy misses the real point on driver quality.