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Diablo in JavaScript

mitallast.github.com

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Re: Diablo in JavaScript

#82
post #59

Earlier quoted context omitted.

The me in 1997 would be pretty happy to know that the game would be playable by virtually every computer user in the world by clicking a link.

Well, every user using Chrome.

With a reasonably modern computer and internet access.

Re: Diablo in JavaScript

#83

Earlier quoted context omitted.

Yeah, only now with javascript we can transmit HD videos in realtime via webcam with Chrome or Firefox, just like in 1997... no wait... the cherry picking of an example went wrong on that one. But maybe we can still devalue Javascript by saying HD videos is a separate thing and that speed connections is more important than Javascript in that example?

The desktop equivalent, CU-SeeMe, was working in 1994.

I tried it circa 1998. I wouldn't call it "working" even then.

Not to mention it needed installation (Javascript just needs people to go to a specific page), and the speed, lag and buffering was horrible at the time.

Re: Diablo in JavaScript

#86

Earlier quoted context omitted.

Dead Space 3 wasn't created by 1 person in their spare time. But by all means, don't let that temper your cynicism.

I meant it as a commentary on celebrating javascript in general, not on this person's project. It's not cynicism I feel, it's dissatisfaction. I /want/ to use the web for powerful things, but the limitations of javascript make many of those things impractical. Hence my ambivalence towards "x in javascript"

What exactly makes it impractical to do powerful things? You may have disdain for certain language features but I don't understand how that makes it impractical.

Most of the tech demo's we're seeing coming out of the JS crowd are from people who have only just started using the WebGL API (which is still experimental). I'm extremely excited to see the things that experienced OpenGL developers will be able to do as the API becomes more mainstream.

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