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    <p>I think WebGL is an excellent choice for this application; the graphics functions you describe are well within its capabilities. I can't comment on model loading, though, as I'm not familiar with WebGL engines.</p> <p>However, mobile is a big wrinkle. Regarding the techniques you mention:</p> <ul> <li><p>WebGL is supported in Chrome and Firefox for Android. On iOS, Mobile Safari does not <em>enable</em> WebGL, but an implementation exists (used strictly for in-app ads), so it is likely that there may be broader WebGL support in the future (possibly requiring a custom web view wrapper to enable it).</p></li> <li><p>Java applets are not supported by any browser on either Android or iOS.</p></li> <li><p>Unity is a viable choice; the Unity Web Player browser plugin allows embedding Unity content in a web page. However, there is no such plugin for mobile-OS devices; Unity content may be <em>compiled into a application</em> for iOS or Android but it cannot be viewed within a web page.</p> <p><strong>News as of August 2014:</strong> Unity has announced that the upcoming Unity 5 will include publishing to JavaScript + WebGL (no plugin required). Assuming this works as promised, you can use Unity if your target platform has a browser with WebGL support.</p></li> </ul> <p>So, if you absolutely need cross-platform 3D including iOS <strong>right now</strong>, Unity is where it's at, but WebGL is a good choice for desktop and Android now and likely to improve on mobile in the future, and is the only way to embed 3D <em>in a web page, not an app</em> across desktop and Android.</p>
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