Hello @bghgary,
With respect, I really like experimentation. And in that collaborative-spirit, have follow-up questions. : )
TLDR: can you explain the 2 guiding principles more please?
What are the “multiple cross-platform rendering engines”? I am not aware.
In your (well written) Medium article you mention, "We want to have open discussions and get some early feedback. Is this useful? Is there something we are missing? " - Babylon Native. What happens if I take a powerful 3D… | by Babylon.js | Medium.
So, here we are! Thank you for the open discussion. : )
How do we calculate lower cost, by adding an environment, and the maintenance of an abstraction layer?
With lots of experience with abstraction layers, back in C++ DLL, and FLEX days, (plus GIS libs).
“API abstraction layers” triggers reflexive red-flag memories of significant maintenance difficulties.
Maybe I’m not the only one.
Can you describe what “conformity of glTF rendering” means?
Does that imply WebGL does not conform to OpenGL enough, or…?
Apologies If I read that wrong.
Also,
How does adding another environment " increase conformity"?
Similarly,
How does an API Abstraction Layer “increase consistency” ?
Was PWA considered an OPTION to “lower cost of maintaining multiple cross-platform rendering engines”?
Or are they different somehow?
My honest hope was that an effort would be put into multi-threading PWA’s (like C++), not putting the JS into the C++ (but ah!).
I dont see how HTML causes “costs”, so I dont see how removing HTML “lowers costs”.
Respectfully,
aFalcon
Thanks,