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Unreal Engine in JavaScript/HTML5 – Citadel demo

unrealengine.com

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Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#131

Earlier quoted context omitted.

I wish I had read that first :/ Crashed my whole system Chromium 25.0.1364.160 Ubuntu 12.04

This shouldn't be possible if the OS is written correctly. :-\

My bet: the OS and all the code running on it is written correctly. and you can see it gave you a warning about tainted kernel when you loaded that piece of crap nvidia/ati proprietary driver.

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#132
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.

And yours is very polite and contribute a lot to the discussion ;-)

but being the devils advocate here, both parents of your comment are not that far off.

Ubuntu is more prone to crash because it invites the user to install much more closed source and proprietary code, by design. so they are not that idiotic and flamebaitic.

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#133
post #127

Earlier quoted context omitted.

The biggest issue I see is with distribution. For example: I'm not a fan of DRM, but there's nothing preventing anyone from downloading the game and selling/giving away copies with ease.

MMOs solve this extremely well: you pay for access to the world, content, and community, not for the code.

Except they have a binary client, not a builtin debugger.

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#134
post #127

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.

The biggest issue I see is with distribution. For example: I'm not a fan of DRM, but there's nothing preventing anyone from downloading the game and selling/giving away copies with ease.

Unlike the current situation with piracy where pirated copies are for all to see and get only hours before the official release.

The piracy while a legitimate problem is a relatively minor one. The first is visibility, the second is quality. Getting to the point where someone bothers to pirate your stuff and the majority of people that download it install it and play trough it is a mark of success - doing something right.

And with sizable proportion of the gaming community in their 30s - you will be surprised how many people have desire to support the studios. We learned our lessons with Shadow of the colossus, Psychonauts and the fate of Black Isle.

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#136
post #133

Earlier quoted context omitted.

MMOs solve this extremely well: you pay for access to the world, content, and community, not for the code.

Except they have a binary client, not a builtin debugger.

Asm.js is pretty damn binary-like. Good luck debugging that.

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#137
post #127

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.

The biggest issue I see is with distribution. For example: I'm not a fan of DRM, but there's nothing preventing anyone from downloading the game and selling/giving away copies with ease.

I hate how DRM is being thrown around as a "turn-key" solution against piracy, because it's simply wrong. What's stopping anyone from selling copies of heavily DRM'ed - but cracked - games right now? Nothing.

Actually, WebGL games would be a lot more secure from piracy, because they would be online, and you could easily stop 99% of the piracy by requiring a login for the game. It's basically like the Diablo 3 model, only better. Because Diablo 3 should be easier to crack and play on private servers (not sure if even that has happened yet).

Making an "online game" instead of a native "PC game" is the best way to stop most of the piracy.

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#138
post #101
post #86

Earlier quoted context omitted.

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 benchma…

That link is misleading in the context you present it. Those are microbenchmarks, which a JIT can optimize relatively well. But if you look at the very next slide at http://kripken.github.io/mloc_emscripten_talk/#/28 you will see that for a larger application, non-optimized asm.js performs abysmally, as does JS in general. A performance penalty of ~1000% of native is what you should expect for a nontrivial JS application, and asm.js does not do much (if anything) to alleviate that unless you run odinmonkey.

Re: Unreal Engine in JavaScript/HTML5 – Citadel demo

#140
Some stats from the benchmark running Windows 8 and Ubuntu 13.04 on Asus Zenbook UX21A (Intel HD Graphics 4000, Intel Core i7 3517U, 1920x1080):

    OS            Browser      Avg. FPS    Min FPS
    Win8          Fx 20        26          16
    Win8          Fx Nightly   46          34
    Ubuntu 13.04  Fx 20        17          16
For me those numbers tell that if ams.js does not catch on in other browsers, browse based games just will not fly. Also, graphics drivers on Linux still suck and that's why I still need to double boot.
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