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> There’s nothing inherently special to native about painting to the screen 60 times a second.

It isn't, and it's also a near impossibility for the web.

> Web Apps if allowed could provide equivalent (and sometimes much better) experiences than native.

No. No, they couldn't.

Of course, you could say "but WebGL/Canvas/WebGPU", but then you're just building native apps with multiple extra steps.



If you can’t get 60fps on a midrange consumer device you are doing something wrong.

WebGL / Canvas are web standards, no issue with using them.


> If you can’t get 60fps on a midrange consumer device you are doing something wrong.

Show me how to reliably do 60 FPS on anything that causes re-layout. Example: animating an item added or removed from the list without hacks.

> WebGL / Canvas are web standards, no issue with using them.

1. Accessibility

2. These are basically native technologies. So, you're basically using native tech, with extra steps

3. Between WebGL, Canvas and upcoming WebGPU you have three incompatible technologies with a list of shortcomings longer than the equator


>WebGL / Canvas are web standards, no issue with using them.

Accessibility.




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