Web Game Engines and Libraries
11–20 of 37 posts
Re: Web Game Engines and Libraries
#12I'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
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
#13https://godotengine.org/ and export to web .
Re: Web Game Engines and Libraries
#14Other 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
#15https://godotengine.org/ and export to web .
Re: Web Game Engines and Libraries
#16https://godotengine.org/ and export to web .
If you were serious about making anything this would be the way to go.
Re: Web Game Engines and Libraries
#17I'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…
Re: Web Game Engines and Libraries
#18Some 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…
Re: Web Game Engines and Libraries
#19Re: Web Game Engines and Libraries
#20One of the sites has a fantastic landing page: https://needle.tools/ (you scroll through 3D scenes)
Though maybe I'm not the target audience.