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14kb WASM game written in D

skoppe.github.io

101–110 of 115 posts

Re: 14kb WASM game written in D

#101
post #79
post #35

Earlier quoted context omitted.

Or incredibly low expectations for programmers in general, which is fair. If you pick 100 random run-of-the-mill programmers from any corporation, and ask them to repeat this exercise, 95 of them would not even get out of the starting blocks. I liked it.

The remaining 5 would talk like an elitist about their peers?

Maybe it sounded a bit elitist. I myself am not a game programmer, and I would indeed be among the 95 struggling to get out of the starting blocks. I do like low-level stuff, however, and I choose to be impressed by projects like this!

Re: 14kb WASM game written in D

#102
post #100

Earlier quoted context omitted.

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…

And then everyone went to mobile native games instead, leaving WebGL behind for 3D visualizations of online shops, Google maps and shader toy demos, basically.

PWAs still have the advantage of avoiding app stores.

Re: 14kb WASM game written in D

#103
post #100

Earlier quoted context omitted.

And then everyone went to mobile native games instead, leaving WebGL behind for 3D visualizations of online shops, Google maps and shader toy demos, basically.

PWAs still have the advantage of avoiding app stores.

It is not an advantage when they look like Amiga 500 or PS2 games released in 2021, while the phone is capable of Metal and Vulkan.

Re: 14kb WASM game written in D

#104
After finishing the game, there is the following message:

> SENT: SEP. 13, 2018 > RCVD: SEP. 13, 2718 > > THANKS FOR PLAYING > > I HAVE PREVIOUSLY BEEN A PROUD SPONSOR OF THE JS13K > COMPETITION SINCE THE VERY FIRST ONE BACK IN 2012. > HOWEVER, THIS YEAR"S COMPETITION WAS MY FIRST ONE > AS A PARTICIPANT AND IT HAS BEEN TREMENDOUS FUN! > > I WANT TO THANK MY DEAR FRIEND ANDREAS LÖSCH OF > NO-FATE.NET FOR COMPOSING SOME AWESOME MUSIC ON > SUCH SHORT NOTICE. > > FURTHER THANKS GO OUT TO THE JS13K STAFF, THE > SONANT-X DEVELOPERS AND ALL OTHER PARTICIPANTS > IN THIS YEAR"S JS13K. SEE YOU NEXT YEAR! > > DOMINIC > END OF TRANSMISSION

Re: 14kb WASM game written in D

#105
post #79

Earlier quoted context omitted.

The remaining 5 would talk like an elitist about their peers?

Maybe it sounded a bit elitist. I myself am not a game programmer, and I would indeed be among the 95 struggling to get out of the starting blocks. I do like low-level stuff, however, and I choose to be impressed by projects like this!

Being impressed by something and calling it "masterful" are very different things.

Re: 14kb WASM game written in D

#106
post #79

Earlier quoted context omitted.

The remaining 5 would talk like an elitist about their peers?

In my experience, those that are actually the smartest are also down-to-earth and approachable -- the sort that you can have very interesting, thoughtful conversations with and enjoy being around. I suspect folks who had bad experiences with a "smart" person might have been dealing with someone who was a "big fish in a small pond", who hadn't been sufficiently humbled by going to (or trying to go to, haha) a more app…

To piggyback on this, some of the people I've worked with in the past that could be called "smartest" are people with a natural aptitude for explaining things.

I've definitely met people who hadn't been humbled by life yet, and they're not too grating imo to deal with, provided they have good social skills and work ethic.

But there are those who innately understand that a lot of software team communication is about conveying an idea that is potentially unfamiliar to someone, and cooperating with them. I remember the first time someone showed me how to use Makefiles. I had seen them, I comprehended their usage, but when I was shown how easy it is to actually form them and use them for different purposes, it was incredibly eye-opening. That conversation couldn't have been but 7-8mins. That man was actually my boss for a while later on, before he had a bad car accident. Another example might be my old mentor who helped me grok syntax-rules for the first time, over a lunch break, with a pen and paper. It just clicked, and I learned.

My point is, the combination of social skills + intelligent explanations + teaching practice is a powerful one.

Re: 14kb WASM game written in D

#107
post #21

Earlier quoted context omitted.

Figma uses webassembly. We also use it for our web engine at https://castle.xyz , I gave at talk about that you can watch here: https://youtu.be/0FjCaoc1uzs where I go into some details and also do some live wasm game development (not sure how "serious" since we're still working on our app though). Much, much better performance than JS is possible because (among many other things) you can perform a lot of optimizatio…

As an aside, castle.xyz looks really cool! I can’t wait to play around with it.

Thank you! We also have a Discord server (link at bottom of website) -- the app is rough around the edges still and some support / inspiration usually helps.

Re: 14kb WASM game written in D

#108

Earlier quoted context omitted.

Safari is already shipping experimental support for WebGL 2. It will be months, not years, before it is enabled by default. Also, OpenGL ES 3.0 is not from 2008. The specification was publicly released in August 2012, and of course it took years before enough devices supported it well enough (lots of driver bugs…) for it to be worth targeting. The web is certainly a few years behind the native-code state-of-the-art,…

>It will be months, not years, before it is enabled by default. So in a few months we'll have feature parity with 2012 mobile HW ? I have quit 3D development around 2015 but I remember trying to use MRT on webgl to do some basic deferred shading and you could run on FF and Chrome desktop only. It's infuriating that 7 years later it's still the case. I used this technique when I was learning 3D programming in 2007. Ca…

It is definitely a real tragedy WebGL 2 didn't ship sooner, for sure. I want to underscore though that at least when it does ship, it will actually work on almost all devices out there, rather than being limited to desktops and high-end mobile devices. (And yeah MRT is not remotely cutting-edge. It might have been a decade ago on mobile, but mobile GPUs have caught up a lot in that time.)

Re: 14kb WASM game written in D

#109
post #95

Earlier quoted context omitted.

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…

After the flood is from 2017, and doesn't work on my Vulkan aware mobile GPU.

> After the flood is from 2017

Citadel is from 2011, but this doesn't matter, the point is that you can do stuff like that on the web.

> doesn't work on my Vulkan aware mobile GPU

If the GPU is Vulkan aware then it might be an issue with your browser, though from [0] it looks like only Apple's devices do not support it - which wouldn't support Vulkan either, so i'm not sure why you'd bring that up.

[0] https://caniuse.com/webgl2

Re: 14kb WASM game written in D

#110

Earlier quoted context omitted.

>It will be months, not years, before it is enabled by default. So in a few months we'll have feature parity with 2012 mobile HW ? I have quit 3D development around 2015 but I remember trying to use MRT on webgl to do some basic deferred shading and you could run on FF and Chrome desktop only. It's infuriating that 7 years later it's still the case. I used this technique when I was learning 3D programming in 2007. Ca…

It is definitely a real tragedy WebGL 2 didn't ship sooner, for sure. I want to underscore though that at least when it does ship, it will actually work on almost all devices out there, rather than being limited to desktops and high-end mobile devices. (And yeah MRT is not remotely cutting-edge. It might have been a decade ago on mobile, but mobile GPUs have caught up a lot in that time.)

Agreed, iOS 15 is finally going to make hundreds of millions of iPhones to be able to access 3D experiences on the web at good performance.

Shameless plug, but our startup is building better support for Unreal developers to target WebGL2, and we're working towards WebGPU support. We're offering an end-to-end ecosystem that includes our SDK for optimizing games/3D apps, which includes compression, an asset streamer tool, and networking libraries for the web. This goes hand in hand with our hosting platform where developers can deploy their projects to without having to go through walled gardens. The best part is no 30% fees!

We're going to have some demos here pretty soon as we approach general availability of the platform. If you or any other devs reading this are interested, you can join our Discord community here:

https://discord.gg/zUSZ3T8

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