WebGL Development Services
3D on the web lives or dies on performance budgeting
A WebGL scene that runs smoothly on a developer's high-end machine can be unusable on the mid-range phone most of your actual visitors carry. We treat performance budget as a design constraint from the start - polygon counts, texture sizes, and lighting complexity are all scoped against real target devices, not just tested on whatever hardware is in the studio.
What we build
- Interactive 3D product visualization - rotate, zoom, configure variants - for product pages where a static photo doesn't communicate enough
- Immersive hero sections and brand experiences using Three.js, built with fallback behavior for devices/browsers with limited WebGL support
- 3D data visualization where spatial relationships genuinely help understanding, not added as decoration
- Performance optimization for existing WebGL scenes that are running poorly on real user devices
Our process
1. Define real target devices
Not just "modern browsers" - the actual range of devices your visitors use, informing polygon/texture budgets from the start.
2. Build with progressive complexity
A functional lower-detail version first, enhanced for capable devices, rather than one heavy scene that fails ungracefully on weaker hardware.
3. Test on real devices
Not just browser dev-tool throttling simulations - actual mid-range phones and older laptops, since WebGL performance characteristics don't always match simulated throttling.
4. Fallback for unsupported browsers
A reasonable static or simplified alternative for the small percentage of visitors on browsers/devices that can't run WebGL well.
Pricing
Rs 150,000-700,000 depending on scene complexity, number of interactive elements, and 3D asset creation needs.
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