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Darryl Yeo đŸ› ïž pfp
Darryl Yeo đŸ› ïž
@darrylyeo
My immediate reaction to Apple’s Liquid Glass as a web developer: Browser engines and the CSS Working Group have a LOT of work cut out for them if they ever hope for today’s 2D flat design–oriented web to adapt to the new 3D light-bending reality Apple just ushered in. If the open web ever hopes to rival visionOS’ inevitable walled garden in terms of visual fidelity, cheesing things with cute little 2D masks and gradients and box shadows and `backdrop-filter: blur()` is frankly not gonna cut it anymore. Where we’re headed, we need a full-on material system, light transport simulation, 3D shape primitives and a bunch more baked directly into the browser rendering engine, with a slew of new CSS properties to match. And of course, it’s all gotta be keyboard-navigable, ARIA-compatible, respect the accessibility tree and do all the stuff that currently makes the web great. Am I making any sense? Am I overly optimistic that any of this will ever happen? https://warpcast.com/darrylyeo/0xef2e568a
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Darryl Yeo đŸ› ïž pfp
Darryl Yeo đŸ› ïž
@darrylyeo
Why not WebGL / WebGPU? The problem right now is that it’s an entirely parallel system limited to the confines of a `<canvas>`, which means you’re not taking advantage of the DOM. If you want custom hover effects or keyboard navigation or screen reader support, you have to provide that all yourself or bring in a heavy JavaScript library to emulate it. I feel like game devs especially have it tough because they have to constantly reinvent this wheel to make an exceptional experience. Maybe it’s time for someone to finally move the needle on the CSS Houdini project.
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Mikko pfp
Mikko
@moo
The game devs have been doing this for the last 40 years on different platforms, so it is not exactly new to them
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Dharmi Kumbhani pfp
Dharmi Kumbhani
@dharmi
oh also Shader language like GLSL is a pain in the ass to code in and learn.
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