> The greatly increased attack surface (with almost direct gpu access via shaders etc) was too risky to host in in-process web views
What really?
Were they seriously even pretending to use that excuse?
Everyone I've ever talked to was 100% certain it was simply because they didn't want anyone by-passing the app store for games and other immersive content they would then have no control over.
I'm not denying that webgl is an attack surface; it totally is; but surely it's a bit rich to say that the webgl implementation in webkit has been switched off for the last 3 years because of security concerns.
If that was the only reason to not having feature parity with other OS's, they'd have some something about it.. oh, you know. 2-3 years ago.
>Were they seriously even pretending to use that excuse?
Everyone I've ever talked to was 100% certain it was simply because they didn't want anyone by-passing the app store for games and other immersive content they would then have no control over.
Well, "everyone you ever talked to" was wrong. Apple could not care less about web apps by-passing the app store in this regard.
For one, they initially offered web apps in place of a native API, and developers (and users) hated it.
Second, they had for the longest time (still do IIRC), the fastest and more complete web browser experience on mobile. Including extra JS hooks for things like the accelerometer and such. Strange coming from a company concerned about the web apps by-passing the app store.
Third, most iOS developers don't pericularly want web apps. The App Store has half a billion of credit cards on the ready, and gives billions of dollars to developers each year. It will be extremely difficult to try to monetize some web based game for iOS users. Plus it offers far better performance (and possibilities for integration) than some Javascript/WebGL game.
Fourth, WebGL is not that great a deal on the desktop web yet (even most casual games prefer the canvas API or Flash still), so why would it be on the mobile web?
>If that was the only reason to not having feature parity with other OS's, they'd have some something about it.. oh, you know. 2-3 years ago.
Well, those other OSes, namely Android, just enabled WebGL in their Chrome browser 9 months ago. And, oh you know, that in the beta version of the broswer. In fact, "Can I Use It", still shows only partial support for WebGL, and for the first time available just in the latest Android Chrome version: http://caniuse.com/webgl
> Everyone I've ever talked to was 100% certain it was simply because they didn't want anyone by-passing the app store for games and other immersive content they would then have no control over.
This never made sense to me as an explanation, if only because for a very long time iOS had a far more sophisticated browser than Android; Android only really reached feature parity with Chrome for Android, and for years iOS was a much better platform for webapps. If they were so protective of the app store, they would hardly have put so much effort into best-in-class modern web support; offline web apps are in principle as much a threat to the app store as webgl stuff.
While true, to be fair they've hardly put much effort into the browser since iOS 3 or 4. Still far behind on many important web standards. Still do releases like once a year. Haven't improve homescreen webapps at all (every time you click the icon it starts the app from-scratch, even if it was already open).
> While true, to be fair they've hardly put much effort into the browser since iOS 3 or 4. Still far behind on many important web standards.
Well, it's much, much faster, and they've added plenty of stuff since IOS4 (web sockets, for instance, which it had a fair while before Chrome for Android).
I love this useless outlook that Apple's ecosystem arguments (which may or may not be relevant banter, depending on your outlook. I for one am tired of the fighting.) automatically mean that all engineering decisions the company makes are automatically ANTI-FREEDOM!!111!!1
It's not like Apple's been a major engineering company in the center of some meaningful tech discussions (RFCs, open source projects sometimes, etc) for 30+ years. Not respecting other people's technical decisions really just hampers/hinders good collaborative work and conversation (especially about security) getting done.
What really?
Were they seriously even pretending to use that excuse?
Everyone I've ever talked to was 100% certain it was simply because they didn't want anyone by-passing the app store for games and other immersive content they would then have no control over.
I'm not denying that webgl is an attack surface; it totally is; but surely it's a bit rich to say that the webgl implementation in webkit has been switched off for the last 3 years because of security concerns.
If that was the only reason to not having feature parity with other OS's, they'd have some something about it.. oh, you know. 2-3 years ago.