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webgl comes with it's own set of drawbacks depending on what your targets are. I was targeting mobile with my game and phaser/canvas had much more consistent performances than phaser/webgl across devices.


Interesting! So far we're only targeting the desktop since putting the game on mobile would require a lot of UI rework. Might happen at a later point though.


> Interesting

long story short, webgl had memory issue on low end androids and was unplayable on chrome/iphone because it lacked acceleration. this was last year, thing might have changed now.




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