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Web Game Engines and Libraries

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Re: Web Game Engines and Libraries

#12
post #6
post #3

I'm building a JavaScript game in my own engine, which in retrospect was a big mistake considering the game utilizes a lot of multithreading (the game is "Noita meets Factorio" so it's required for the simulation). You can only share memory between threads using a SharedArrayBuffer with raw binary data and you need special headers from the web server to even enable it. This means that I've had to write a lot of convo…

You probably found it already but performance wise you should look into WebAssembly: https://maxbittker.com/making-sandspiel

Yes, this is a really good article that I can highly recommend if you're interested in these type of "falling sand" simulations.

A big difference between a classic powder toy game like in the article and Noita is that Noita needs to run a much larger simulation that extends beyond the visible canvas. So while multithreading is probably not needed in the former it's most likely needed when the game is a scrolling platformer. I posted a GDC talk by the Noita devs as a reply to a sibling comment if you're interested in their tech.

Re: Web Game Engines and Libraries

#13

https://godotengine.org/ and export to web .

While you absolutely can use Godot to export to web, I found the exports themselves to be pretty lacking. For one, the export size is much larger compared to other game engines and frameworks. Because we're targeting web and not desktop, small size is a must-have as many people who play web games are more likely to leave and never come back if they're waiting for the game to load.

Re: Web Game Engines and Libraries

#14
Three.js is really good and Babylon.js looks good too. But when I was evaluating 3D engines recently I was surprised to find that neither one is properly tree-shakable -- you need to import almost the whole core engine even if you’re only using a tiny part of it.

Other engines are either lacking features, or also aren’t tree-shakable, or both. (For example, I think OGL is shakable but it’s much more low-level, just a very thin wrapper around WebGL.)

I guess it’s no big deal as both big engines minify down to around 500KB, IIRC. Just a shame they can’t get smaller than that if you just want to make a tiny little 3D widget.

Re: Web Game Engines and Libraries

#17
post #3

I'm building a JavaScript game in my own engine, which in retrospect was a big mistake considering the game utilizes a lot of multithreading (the game is "Noita meets Factorio" so it's required for the simulation). You can only share memory between threads using a SharedArrayBuffer with raw binary data and you need special headers from the web server to even enable it. This means that I've had to write a lot of convo…

For me personally, that's exactly the sort of thing that ends up teaching me so much, so it's very valuable in it's own right.

Re: Web Game Engines and Libraries

#18
post #2

Some time ago I needed some 3d on web so I did simple rotating textured cube demo and out of 30 webgl libraries tested only 2 achieved 60fps for such a simple demo. On web you have no performance to spare so when you plan on making larger project test performance first. If it's slow with simple stuff, it's only get worse as you add more and more stuff. (Sorry I don't remember which 2 were fastest, you should do your…

Check out Renderlet https://www.renderlet.com/

Re: Web Game Engines and Libraries

#20
post #5

One of the sites has a fantastic landing page: https://needle.tools/ (you scroll through 3D scenes)

I admit it's really cool, but it's not a good fit for a landing page IMO. Would be great if it was behind a "demo" button or something.

Though maybe I'm not the target audience.

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