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Home/ Questions/Q 6868579
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T03:27:06+00:00 2026-05-27T03:27:06+00:00

We are developing a web game that uses WebGL for the two biggest parts

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We are developing a web game that uses WebGL for the two biggest parts of it. Working with HTML / CSS was too slow and too limited, so it’s off the table.

Thing is, iOS does not support WebGL publicly just yet, only on iAd. It is my guess Apple will eventually support it once the security issues they and Microsoft claim it has are fixed, and looks stable enough.

Problem is, if Apple does not do this by the release of the next mayor iOS version, then we will have in our hands a mobile WebGL game that does not run. 6 months of development and testing to waste.

So, questions:

  • If that was the case, how viable (regarding amount of time) is it porting the WebGL part of the game to native iPhone OpenGL? I’m afraid that porting will take longer than the development of the game itself.

  • I saw posts on Stack Overflow (like this) that suggested, on Android, adding the OpenGL interface manually to a WebKit element. It’d be slower than native. But either way… Is this something that could be accepted in the AppStore? Apple is very restrictive with these kind of stuff…

Thank you all for your time!

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  1. Editorial Team
    Editorial Team
    2026-05-27T03:27:06+00:00Added an answer on May 27, 2026 at 3:27 am

    I’d say it takes 2-3 months to port, with the lack of input data in the question. Of course if this means learning Obj-C simultaneously it will be some uphill battle.

    OpenGL is all the same in every run-time, so porting should be straightforward, or even running JS in the context of a native app.

    Apple doesnt care what you submit to App Store as long as it works.

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