But the more I study, the better that offline games computer games can become olfactory one day. All games will be in the browser.
And if this happens in 15 years, WebGL or some similar technology will still be there. No need to hurry.
After a little research I found, WebGL, which runs on HTML 5 canvas.
Unless, of course, a person has Internet Explorer.
Your questions:
1: What do you mean by "the same strengths?"
2: WebGL is an implementation of JavaScript OpenGL ES 2.0 . So yes.
3: See No. 2.
4: WebGL is an implementation of JavaScript OpenGL ES 2.0. So this is just JavaScript;)
5: WebGL is an implementation of JavaScript OpenGL ES 2.0. Bullet and such compiled libraries. If you don't go into some browser add-ons, the only libraries you can use are what comes with the browser and any JavaScript technologies you want to use.
Note. I'm not sure if JavaScript can interact directly with browser add-ons. If possible, it will be through a browser-specific API. So this may not be possible at all.
6: Because Java requires the installation of the Java runtime, which is actually an add-on. JavaScript has more direct access to the browser. You can interact with the HTML DOM, server communication through JSON or other mechanisms, etc.
7: Define "slow." Most browsers use some form of JIT, so it will work "fast enough." Will it have performance that native code can have? Not. But then again, are you making a game that will need this performance?
8: Tell it to me now: WebGL is an implementation of JavaScript OpenGL ES 2.0. Thus, there is no interaction with C / C ++ code, which is not part of the browser;)
9: They plan to soon introduce 3D rendering through Silverlight. Silverlight is an add-on.
10: Yes.
11: No. Nothing even remotely cross-platform.
12: This browser and driver are dependent. WebGL implementations are still young, so they may have some ripening.
13: This is a tricky question. You may know about this, but WebGL is an implementation of JavaScript OpenGL ES 2.0 ;). This means that it supports what ES 2.0 does, as well as any extensions that the implementation provides. Unlike regular desktop or mobile OpenGL implementations, the implementation here consists of two parts: the browser itself and the hardware driver.
The Google implementation of WebGL translates WebGL OpenGL ES 2.0 to Direct3D calls on Windows desktop computers. This allows them to stabilize a bit (as OpenGL drivers, especially on Linux machines, are uneven). The cost is that Google now decides which extensions to support. The implementation of Firefox WebGL goes directly to the desktop OpenGL or the base OpenGL ES 2.0 for mobile devices. This allows the underlying implementation to expose extensions for WebGL.
Base ES 2.0, which is all WebGL guarantees, is roughly equivalent to desktop OpenGL 2.0. So nothing with the desktop GL 3.x. There are many OpenGL ES extensions that provide access to more functions, but their combination does not yet add functionality at the GL 3.x desktop level.
Ultimately, WebGL is not intended for "hardcore games." He may be able to implement some of them, but the main goal is to allow the drawing of 3D graphics. Blistering speed and high-end physics are nothing.