14kb WASM game written in D
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Re: 14kb WASM game written in D
#92I wonder if the other route forward is cloud streaming games to the browser powered by a "Heroku" for cloud game hosting.
But, I do think the future will be full of games that can be instantly played directly in the browser
Re: 14kb WASM game written in D
#93Earlier quoted context omitted.
Quite interesting... no noticeable difference in performance between the two. FPS capped at 72fps. And pretty much identical cpu/gpu load.
Just FYI, its the browser that caps the FPS, you need to change some flags to go higher.
Re: 14kb WASM game written in D
#94Earlier quoted context omitted.
Might be boring, yet where are the WebGL/WASM versions that are the modern versions thereof?
Boring demos are available anywhere you care to search. https://playcanvas.com/explore is the typical goto for this kind of 3d market these days. Particularly popular in the mobile OS and web game (e.g. facebook) space. Robostorm, seemore, and After The Flood are their demos. Unity and Unreal can both export large games to the Web just fine but people found out they didn't want to serve 50 GB games to a temporary cli…
Re: 14kb WASM game written in D
#95Earlier quoted context omitted.
I know, but that wasn't the question, rather what has been actually produced with it, given that Infinity Blade was created with Unreal 3 for iOS in 2008. An hardware that WebGL 2.0 is supposed to be much better. Instead most online games look like Amiga 500 stuff instead.
This is more because there isn't an incentive (monetary or otherwise) to do that. When Flash gaming was big, web-based games were on the desktop but web games never took off on mobile which got pretty much all the audience they used to have on the desktop. Instead mobile games are largely native (or at least in app form). I agree that it took many years for HTML5/JS to reach Flash's capabilities (and some stuff like…
Re: 14kb WASM game written in D
#96Earlier quoted context omitted.
Unreal 4 offers a WASM target. https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing...
I know, but that wasn't the question, rather what has been actually produced with it, given that Infinity Blade was created with Unreal 3 for iOS in 2008. An hardware that WebGL 2.0 is supposed to be much better. Instead most online games look like Amiga 500 stuff instead.
People still appreciate pixel art and simplicity. Some even love the Amiga.
Re: 14kb WASM game written in D
#97Earlier quoted context omitted.
I know, but that wasn't the question, rather what has been actually produced with it, given that Infinity Blade was created with Unreal 3 for iOS in 2008. An hardware that WebGL 2.0 is supposed to be much better. Instead most online games look like Amiga 500 stuff instead.
Then go out and build your ideal web game. The barriers to entry have never been lower. People still appreciate pixel art and simplicity. Some even love the Amiga.
It up to Khronos and friends to keep the Web APIs relevants, after all why did they kill plugins?
Re: 14kb WASM game written in D
#98How does one learn what it takes to do this?
Re: 14kb WASM game written in D
#99Earlier quoted context omitted.
Then go out and build your ideal web game. The barriers to entry have never been lower. People still appreciate pixel art and simplicity. Some even love the Amiga.
I rather take advantage of the latest native games and APIs instead. It up to Khronos and friends to keep the Web APIs relevants, after all why did they kill plugins?
Webgames are generally more about free to play and accessibility. No install or trust required. They are usually more casual games and must work on the widest possible selection of devices.
That's what WebGL is all about. If your looking for a memory intensive behemoth of a game, it makes more sense to look at native as opposed to WebGL. There's nothing wrong with either approach, but the web lends itself to one more than the other.
Re: 14kb WASM game written in D
#100Earlier quoted context omitted.
I rather take advantage of the latest native games and APIs instead. It up to Khronos and friends to keep the Web APIs relevants, after all why did they kill plugins?
Plugins were a security nightmare. Webgames are generally more about free to play and accessibility. No install or trust required. They are usually more casual games and must work on the widest possible selection of devices. That's what WebGL is all about. If your looking for a memory intensive behemoth of a game, it makes more sense to look at native as opposed to WebGL. There's nothing wrong with either approach, b…