Can WebGL deliver smooth 3D graphics on mobile browsers?
Yes, when the scene is built for a phone's limits from the start. WebGL 2 runs with GPU acceleration in current Safari on iPhone and Chrome on Android, but neither Three.js nor Babylon.js merges draw calls or shrinks textures for you - that is engineering work: merged and instanced meshes, KTX2 textures, a capped pixel ratio and level-of-detail models. Miracuves tests every experience on real iPhones and Android phones, not only in a mobile viewport, targeting 30 FPS or better on mid-range phones and 60 FPS on desktop.
How much does WebGL development cost at Miracuves?
If your scope matches a catalogue product, the ready-made platform - web app, admin panel and mobile apps - starts from $2,199 and ships in 6 working days; it is not a WebGL build. WebGL work on our 3D starter base starts from $3,699 and takes 2-4 weeks, and a custom WebGL experience costs $8,000-$25,000 over 2-8 weeks depending on scope. Where it lands depends on the number of 3D scenes and models, real-time interactivity such as configuration, animation or simulation, data integration (IoT, APIs), multi-platform or multi-device rollout, and third-party 3D SDKs beyond the standard stack. A retainer for feature work and maintenance starts from $2,299/month. Every quote is written before payment, with no surprise invoices after kickoff.
Does Miracuves deliver the complete source code and assets?
Yes - completely. Miracuves delivers the full WebGL source code, all 3D models and textures, repository with complete commit history, environment configuration, API documentation, and all deployment credentials. Zero lock-in. Your team, or any other studio that knows JavaScript and Three.js, can pick up the code the day after handoff.
How fast can a WebGL 3D experience be built?
Six working days applies only to our ready-made catalogue platforms, which are web and mobile products rather than WebGL builds. A WebGL experience built on our 3D starter base takes 2-4 weeks, from $3,699. A custom build - a configurator with a pricing engine, a 3D data view, a digital twin - takes 2-8 weeks at $8,000-$25,000, and larger scopes are quoted in writing before work starts. Every WebGL timeline is written into the scope before any payment is requested.
Three.js vs Babylon.js vs Unity WebGL - which does Miracuves recommend?
For most 3D experiences - configurators, data visualization, digital twins - Three.js is right: the largest ecosystem of examples and add-ons, a small footprint, and React Three Fiber when your site is built in React. Babylon.js suits projects that want a full engine out of the box, with physics, a GUI layer and a scene inspector included. Both can render through WebGPU and fall back to WebGL 2. Unity WebGL is chosen for game-like experiences or when existing Unity assets need browser deployment - our Unity 3D development team covers that route.
What browser compatibility can I expect?
Miracuves WebGL experiences are tested on the latest two versions of Chrome, Firefox, Safari and Edge, plus Safari on iPhone and iPad and Chrome for Android. WebGL 2 is the baseline renderer - current Three.js releases no longer support WebGL 1 - and a device without WebGL 2 gets a static image or 2D fallback instead of a blank canvas. Where WebGPU is used, WebGL 2 stays as the fallback, because WebGPU support still varies by browser, operating system and GPU.
How do you handle 3D performance optimization?
Every delivery includes draw call optimization, texture atlasing, LOD (level-of-detail) hierarchy, geometry compression, and GPU profiling with Spector.js. Bundle size is minimized through tree-shaking and asset compression. We target 60 FPS on desktop and 30 FPS on mobile as baseline performance.
What happens after the 3D experience is delivered?
Every Miracuves WebGL delivery includes 60 days of post-launch technical support: bugs within the delivered scope - a model that renders wrong in one browser, a configuration that prices incorrectly - are fixed at no additional cost. Feature additions beyond scope are quoted separately. Monthly maintenance retainers are available at published rates.
Can you integrate WebGL with existing websites or platforms?
Yes. Miracuves integrates WebGL experiences into existing websites, CMS platforms, e-commerce systems, and web applications. Embedding via iframe, React component, or custom integration is supported. We handle cross-origin communication, responsive sizing, and fallback states for unsupported browsers.
What is the difference between WebGL and Three.js?
WebGL is the browser's low-level graphics API: it lets JavaScript send geometry and shader programs to the GPU, and little more. Three.js is a library built on top of it that adds what you would otherwise write by hand - cameras, lights, materials, a glTF loader, controls and a scene graph. Few teams write large projects in raw WebGL; our developers work in Three.js, Babylon.js or React Three Fiber and drop down to raw GLSL shaders only where a custom look needs it.
Can you build a digital twin that runs in the browser?
Yes. A browser digital twin combines a 3D model of the site - a building, production line or campus, usually converted from CAD or BIM files - with live data from your IoT platform or APIs, streamed over WebSockets so machine status, temperatures or occupancy update in the scene. We keep the heavy geometry compressed and load detail as users zoom in, so the twin opens on an ordinary laptop or tablet without an install. If it must also run on headsets, we scope a Unity build alongside it.
What do we need to provide to start a WebGL project?
Your 3D source files if you have them - CAD exports, Blender, FBX or glTF - or photos and dimensions if the models must be built. Add your brand assets, the list of products, materials and options, and access to any pricing or data API the experience must call. Miracuves reviews the files in the first week and tells you in writing which models can be used as they are and which need rebuilding or optimizing for phones.