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Show HN: Unity like game editor running in pure WASM

raverie-us.github.io

21–30 of 166 posts

Re: Show HN: Unity like game editor running in pure WASM

#21
post #19

Cool project. Is there any way to scale the UI for high dpi displays? On a 2:1 display, the fonts look aliased, if I set the browser zoom to 50%, the UI looks crisp, but everything is a bit small to be useful.

I fail to understand why not use the native browser rendering engine, or at least SVG for the UI. It must be cheaper in resources (memory, network, cpu), easier to make accessible and easier to render

Anecdotally, in the very early days Figma rendered its UI entirely in canvas, but we eventually switched over to React for the UI. It ended up being far easier for development cycles and for accessibility/integration with existing browser features.

Re: Show HN: Unity like game editor running in pure WASM

#22
post #19

Cool project. Is there any way to scale the UI for high dpi displays? On a 2:1 display, the fonts look aliased, if I set the browser zoom to 50%, the UI looks crisp, but everything is a bit small to be useful.

I fail to understand why not use the native browser rendering engine, or at least SVG for the UI. It must be cheaper in resources (memory, network, cpu), easier to make accessible and easier to render

The main reason was just because this engine was entirely built for native platforms originally in C++ (not for the Web). This is a port, hence why the UI is running in WASM/WebGL.

Re: Show HN: Unity like game editor running in pure WASM

#23
post #12

Wow you guys wrote Zero Engine? I used it in summer camps at DigiPen a long time ago, I really enjoyed using it and programming in Zilch (I wrote an AI that played a galaga clone!). This Unity fiasco had me wondering how Zero was doing. Seems like it's going to have a resurgence! Super exciting!

That's so cool! Zilch was my baby, that makes me so happy :D

Re: Show HN: Unity like game editor running in pure WASM

#26
post #21
post #19

Earlier quoted context omitted.

I fail to understand why not use the native browser rendering engine, or at least SVG for the UI. It must be cheaper in resources (memory, network, cpu), easier to make accessible and easier to render

Anecdotally, in the very early days Figma rendered its UI entirely in canvas, but we eventually switched over to React for the UI. It ended up being far easier for development cycles and for accessibility/integration with existing browser features.

I thought you guys recently rewrote everything to be in WebGL instead?

Re: Show HN: Unity like game editor running in pure WASM

#29
The Spaces feature reminds me of how Movie Clips were used in the old days of Macromedia Flash, where I'd put many different often-independently-running clips overlayed on top of each other to encapsulate different behavior. Of course Spaces sounds even more flexible. Very neat.

I'm not seeing documentation linked in the readme or within the github project. Are there how-tos and tutorials anywhere?

Re: Show HN: Unity like game editor running in pure WASM

#30
post #21

Earlier quoted context omitted.

Anecdotally, in the very early days Figma rendered its UI entirely in canvas, but we eventually switched over to React for the UI. It ended up being far easier for development cycles and for accessibility/integration with existing browser features.

I thought you guys recently rewrote everything to be in WebGL instead?

Go inspect the source and see for yourself, the UI is normal HTML.
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