Hey, don't know if youre still working on it but I'm away from home and attempting to get in with my iPad and it wont go past the actors stage (won't bring up login screen). Thought you'd like to know if it was something to do with the changes you've made.
Ignore me if you're still working on it…
Can't wait to get home and take a look at it and integrate with mine.
So I believe the reason this would happen is ipad doesn't have access to flash, and perhaps the version of safari it is using does not have web socket support. Could you check what the version of safari is you are using? Only safari 5.0 + supports web sockets natively without flash. I've read that some ipads are locked to older versions of safari.
Oh, and since I have access to an ipad for testing now:
The compatibility issues have been take care off. (Although the pixel count on the ipad is rather high!) I may need to redesign the grid to use ems instead of pixels to address this. So far the Xoom, Iphone, Galaxy S, Nexus S are unsupported. In the future when they catch up to fast moving web standards they may be viable.
decoupled number animation module showcasing a few easing methods. Runs extra long just for exhibit. The random effect would be used for visualizing random effects (like rolling a di, or slot machines, or other effects. Can be replaced with an image for example.) And the others would be used for things like hitpoints change, etc.
Had reports of issues in windows with displaying some fonts. Sure enough, google web fonts have some funky bugs with certain font faces and options in windows. The issue has been addressed and the fonts should display on all browsers.
This demo (depending on your video card) will show you the difference between the two. For me I was able to render 10 fish using canvas without losing frames per second. In the webgl version….2000. It's a consider able difference just form hardware acceleration. Then factor in opportunities for complex rendering webgl give you.
The downside is it's a very young technology, it's not supported by internet explorer, and due to concerns for security and the problems with the update after finding bugs model and video card drivers being vastly different…they say they won't be implementing it. On the other side, it's implemented in chrome and firefox, and I use chrome frame as a requirement for internet explorer. Therefore, it would work in all major browsers.
I'm not able to reproduce the problem with IE, chrome, or opera. Maybe there's a software firewall stopping the websocket connection? It'll get stuck on that page if for any reason the connection ends up failing. It fails-over to flash if it's installed, as well. Any type of firewalling probably will result in that, though.
Just for fun I added haikumud.com/webgl for webgl testing. At minimum I may use webgl just for special effects and particle engine. It's much better than any straight canvas/js based particle engine I've seen.
Hmm, temporarily disabled Avast's firewall, and it now works on Opera and IE, but still not on Chrome. Admittedly though I'm using a fairly non-standard version of Chrome (ie. I am using Chrome Canary, which is their update channel which gets updates most frequently).
Shocked that firewall seemed to be the issue though as if that were the case I'd have expected it to work in no browsers rather than in Firefox only.