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Unreal Engine in JavaScript/HTML5 – Citadel demo

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Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#101
post #86
post #54

Earlier quoted context omitted.

Even though it's using JavaScript as a kind of bytecode, it is just JavaScript / HTML5 (and some CSS, but that's pretty anedoctical I guess). Asm.js is a subset of JavaScript. As soon as Chrome fixes the crash, it'll run in a browser that supports just HTML5 (for presenting the page / the DOM / the canvas) and JavaScript with no special asm.js optimizations, and we'll have to see how fast/slow it is then. To correct…

I understand that. Take a read of this: http://mrale.ph/blog/2013/03/28/why-asmjs-bothers-me.html . I have a lot of respect for Egorov, and I agree with his views on this matter quite entirely. The sole benefit of embedding a bytecode in a language is that you get the side effect that it can run anywhere that language runs. But in general, this implies performance penalties, especially when the language is relatively…

> 1. asm.js makes running C++ code that would render to OpenGL in the browser a possibility, and with relatively good performance. Kudos to Mozilla.

> 2. It runs on browsers that don't know about asm.js, but it's effectively an emulated machine, and it's slow.

Do you have benchmark numbers to support that? In my experience, asm.js code is quite fast even without special asm.js optimizations. It depends on the benchmark obviously, but look at

http://kripken.github.io/mloc_emscripten_talk/#/27

Many of those benchmarks are very fast in browsers without special asm.js optimizations.

All they need to do to be fast on asm.js code is to optimize typed array operations and basic math, and those are things browsers have been doing for a long time. Google even added a Mandreel benchmark to Octane for this reason.

Emscripten and Mandreel output, with or without asm.js, tends to be quite fast, generally faster than handwritten code. asm.js is often faster than that, because it's easier to optimize, even without special optimizations for it. Those special optimizations can help even more, but they are not necessary for it to run, nor are things "slow/emulated" without them.

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#103

Earlier quoted context omitted.

"very old"

Heh, sure. But it was a demo for the original iPad, which is easily a quarter of the performance of current iOS devices.

Dude. (sorry)

This is Unreal Engine, with physics, cloth simulation, particles, light & glare effects. It's not C++ on Native Client or a plugin, it's running in javascript. Just yesterday you couldn't draw a circle on a 2d canvas at 30fps.

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#105
post #70
post #60

Earlier quoted context omitted.

He's on Ubuntu. Anything is possible to make it crash.

Both of these comments are idiotic and flamebait.

Now that is an example of a high-quality comment! Adds value to the conversation and in no way may be considered flamebait. :-p

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#106
post #67
post #4

I love the fact that Mozilla keeps pushing javascript to its limits. They seem to be doing a lot of things really well lately, this is awesome!! Plus you have Firefox OS, which pushes web-standards to native mobile. Now I just wish the devtools would get up to paar with those on chrome/chromium and I'd be switching back to FF in a heartbeat. I wish google would stay on board with JS since they have the engineering po…

>[Google has] kind of abbonned JS in favor of Dart Where did you get that idea? Just look at these graphs: http://www.dartlang.org/performance/ Apparently, they are still trying to make V8 faster. V8's graph isn't flat and there are also very recent bumps. >As oppossed to supporting asm.js Asm.js is about JavaScript the compiler target, not JavaScript itself. Using asm.js means writing code in C/C++ (or something sim…

While generally that is true about asm.js, there is nothing stopping anyone from writing asm.js code by hand.

It is still just javascript and totally readable as such.

For example: https://gist.github.com/calvinmetcalf/5473022

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#107

Earlier quoted context omitted.

Heh, sure. But it was a demo for the original iPad, which is easily a quarter of the performance of current iOS devices.

Dude. (sorry) This is Unreal Engine, with physics, cloth simulation, particles, light & glare effects. It's not C++ on Native Client or a plugin, it's running in javascript . Just yesterday you couldn't draw a circle on a 2d canvas at 30fps.

It's probably a subset of the Unreal Engine.

And it only works in Firefox, and even then only very well in Firefox Nightly.

Those points aside, though, this is pretty amazing. I fully expect multiple engines to target HTML5 in the same way Unity/Unreal/etc were cross-compiling for the Flash runtime. It's just not quite there yet...

(And it's good that demos like this exist to put pressure on browsers to fully support them).

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#108
post #74
post #69

Earlier quoted context omitted.

Just took out that tab for me in windows. Seems like something else is probably going on for you.

Chromium has been a little dodgy for me lately too. Lots of memory leaks and what not. I've had to kill it's parent process id on a number of occasions (but even then, there's no reason why a browser should take out the whole OS).

Same here. Google has to do something with all these memory leaks.

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#109

This is so awesome that I never want to see another WebGL demo again. This one proves it; you can make awesome games in WebGL. From now on I only want to read about non-demo WebGL games that are in development with a real release date.

I sense an axe grinding...

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#110

This is so awesome that I never want to see another WebGL demo again. This one proves it; you can make awesome games in WebGL. From now on I only want to read about non-demo WebGL games that are in development with a real release date.

"This browser is not supported."

Welcome to the '90s.

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