Earlier quoted context omitted.
Zero/Zilch was great, and I wish DigiPen would've stuck with it! I heard that these days, they don't even have students make games from scratch anymore, and everyone just uses Unity or Unreal instead—any idea if that's true? it would be a bummer if it were, because striving to make a cool engine (especially once Zero was there as something to aspire to!) was like the best and most useful part of my time at DigiPen. g…
I teach GAM 300/350 at DigiPen. We still require them to create custom engines in their sophomore year, but in their junior year (and beyond, in some cases), they're all using commercial engines. One of the main things we want to focus on is giving them a chance to work on a truly cross-discipline team, where every member has a chance to thrive at their work, regardless of their degree program. If you're a student of…
Show HN: Unity like game editor running in pure WASM
111–120 of 166 posts
Re: Show HN: Unity like game editor running in pure WASM
#112Earlier quoted context omitted.
I teach GAM 300/350 at DigiPen. We still require them to create custom engines in their sophomore year, but in their junior year (and beyond, in some cases), they're all using commercial engines. One of the main things we want to focus on is giving them a chance to work on a truly cross-discipline team, where every member has a chance to thrive at their work, regardless of their degree program. If you're a student of…
Hey Doug, it’s Avi Eisner - long time no see! Dan told me you’re working on your own game engine - would love to see it some time and catch up!
Re: Show HN: Unity like game editor running in pure WASM
#113Earlier quoted context omitted.
I suspect this is possibly down to the use of readPixels and how slow that is on various devices. The engine seems to run in a worker and render to an offscreen canvas then transfer the image data in JS to the main thread before drawing it to a canvas there.
The transfer of image data only happens when we yield inside the engine which only occurs when you hit a breakpoint in script. Otherwise we're just rendering to the OffscreenCanvas and letting the normal flow blit it to the screen (not doing any copying). I just did some profiling on Firefox and I feel like the profiling result doesn't quite make sense but it's saying that the majority of time is spent calling Perfor…
Re: Show HN: Unity like game editor running in pure WASM
#114Tinkercad and scratch were never tied to a browser! Why go with wasm?
I’m fairly certain the native version of Scratch is just a browser with Scratch running in a web view. I’d also mention that WASM isn’t tied to a browser either (despite being called WebAssembly, it’s now widely used outside of browsers). You can in fact make native executables now from a WASM binary.
Re: Show HN: Unity like game editor running in pure WASM
#115This is, as far as I can tell, exactly what the Godot engine does[1]. That engine also has a browser (wasm) target.
Re: Show HN: Unity like game editor running in pure WASM
#116Cool 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.
To OP: The fix is setting canvas width to window.innerWidth * window.devicePixelRatio, and height to window.innerHeight * window.devicePixelRatio. Then use CSS to maximize the canvas on the screen.
Re: Show HN: Unity like game editor running in pure WASM
#117Earlier quoted context omitted.
It was completely unusable on my M1 MacBook on Chrome, I suspect it's hitting some degenerate webgl/driver edge case.
Strange, was super responsive on my m1 MacBook Pro under Firefox.
For the dev, FF 117.0.1 on macos 13.4.
Re: Show HN: Unity like game editor running in pure WASM
#118> Our engine had a unique feature called Spaces: separate worlds/levels that you can instantiate This is, as far as I can tell, exactly what the Godot engine does[1]. That engine also has a browser (wasm) target. [1]: https://godotengine.org/
Re: Show HN: Unity like game editor running in pure WASM
#119Earlier quoted context omitted.
The problem of pure wasm is we get a closed source web with unblockable ads.
that ship has sailed. Minified and optionally obfuscated js is already highly annoying to decipher. The wasm spec is surprisingly high level for what should be a low level VM, and is planned to get much more high level approaching near jvm levels, and isn't any less readable than C++ compiled to asm.js.