Is there an straightforward way to solve the issue with crazy load times on big WebGL games? If I remember correctly, I played one a while ago and it had to download assets for ten minutes before I could play it and it was a huge downer. If this becomes the norm I'm sure it wouldn't be too hard to get used to, but I was coming at this game from the mindset of playing instant gratification flash games. It would be coo…
Mozilla and Unity Bring Unity Game Engine to WebGL
31–40 of 122 posts
Re: Mozilla and Unity Bring Unity Game Engine to WebGL
#32Regardless, this is great news and great trend. Corona SDK also announced WebGL support is coming soon [http://coronalabs.com/blog/2014/03/07/coronacards-is-cool-he...]. Lots of great new tools to play with.
Re: Mozilla and Unity Bring Unity Game Engine to WebGL
#33Unity as a development platform is a joy to use, and now we won't have to have the same "Unity plugin or messy HTML5 game?" conversation for every new project.
Re: Mozilla and Unity Bring Unity Game Engine to WebGL
#34Re: Mozilla and Unity Bring Unity Game Engine to WebGL
#35Earlier quoted context omitted.
The choice wasn't so simple when asm.js was only supported by Firefox, and Microsoft had no plans to support WebGL in IE. :)
asm.js is supported, inherently, by all modern browsers. It is just JavaScript, after all. However, only Firefox has a second compiler path especially for it. Chrome has some optimisations for asm.js-like code in V8.
Re: Mozilla and Unity Bring Unity Game Engine to WebGL
#36Earlier quoted context omitted.
I think it makes more sense for them to aim towards some sort of unified platform. NaCL is cool and all, but it's very Google specific. WebGL is now even supported in the latest versions of IE.
As a company they surely do not care if something is Google specific or not. They only care if they can sell enough licenses for it to make the development costs make sense. In light of chrome's adoption curve it seems to be a not terrible idea to target nacl.
Also we saw Unity developed a target for the Flash runtime (now with Flash pretty much dead, thats being shelved). Gotta give props to Unity for trying.
Re: Mozilla and Unity Bring Unity Game Engine to WebGL
#37Earlier quoted context omitted.
Each platform for Unity has another license associated with it (eg: $1500 for Android Pro, another $1500 for iOS Pro). Another web target would be another $1500 license for folks to buy annually, I imagine.
Maybe they'll give it away in the free version like with Web Player authoring. Well, I can hope :)
Re: Mozilla and Unity Bring Unity Game Engine to WebGL
#38Mozilla, please stop promoting nonfree software. It would be better to assist in the creation of a free game engine for the web instead of Unity.
First, Mozilla has and does assist in the creation of FOSS game engines and tools (Gladius, CubicVR, help to various web ports like JSMESS and various open source game engines, etc.).
Second, even the LGPL shows that absolute avoidance is not always the best thing to do regarding closed-source code. Reality is more complex. Sometimes interoperability with closed-source code is good for everyone including free software.
In particular, a big benefit for free software here is that Unity games can now run on the web, an open platform. Before they required a proprietary plugin that did not work on Linux or BSD, but as JS+WebGL they can run on those platforms. (Yes, the games are proprietary, but visiting websites using proprietary code is basically unavoidable, both on the client and server-side. At least we can do it using FOSS tools now.) So this helps support free software OSes.
A final point, while the Unity engine is a proprietary codebase, they also have lots of code that is FOSS, see their github page. They are also working with even more open source code for the WebGL port, as it uses emscripten.
Re: Mozilla and Unity Bring Unity Game Engine to WebGL
#39Mozilla, please stop promoting nonfree software. It would be better to assist in the creation of a free game engine for the web instead of Unity.