A suggestion for runno's website, though : when I clicked on the link posted on HN, I did not expect to download that much data. Maybe you could find a way to offer pre-rendered examples and give the user who visits your site a (very visible) option to really download and run things ?
Running WASI binaries from your HTML using Web Components
41–50 of 73 posts
Re: Running WASI binaries from your HTML using Web Components
#42Earlier quoted context omitted.
It's a bit temperamental on some browsers sorry (I've seen it fail on Arc). I implemented my own front-end router and I have done a bad job. I've seen it work today on Chrome, Firefox and Safari.
Why is it temperamental? When you say frontend router do you mean in the SPA sense (eg, React/Angular) or do you mean like your own load balancer (eg ALB/HaProxy/Nginx)? (Not working in Firefox for me)
Re: Running WASI binaries from your HTML using Web Components
#43Hello, thank you for this work as it shows great creative potential. A suggestion for runno's website, though : when I clicked on the link posted on HN, I did not expect to download that much data. Maybe you could find a way to offer pre-rendered examples and give the user who visits your site a (very visible) option to really download and run things ?
Re: Running WASI binaries from your HTML using Web Components
#44G’day, if anyone has any questions about this I’m happy to answer them here.
Re: Running WASI binaries from your HTML using Web Components
#45Re: Running WASI binaries from your HTML using Web Components
#46Earlier quoted context omitted.
Yet I am still waiting to see a game with the same capabilities of Infinity Blade, that Apple used in 2011, as an example of a game showing of the newly acquired OpenGL ES 3.0 capabilities of iDevices. Or the Unreal Engine 3.0 citadel demo, also in 2011, for Flash/CrossBridge. It seems the only thing usable is running ShaderToy demos, and 3D views on ecommerce sites.
The unreal citadel demo was running in a browser without flash in 2014: https://blog.mozilla.org/en/mozilla/mozilla-and-epic-preview...
Re: Running WASI binaries from your HTML using Web Components
#47Earlier quoted context omitted.
Yet I am still waiting to see a game with the same capabilities of Infinity Blade, that Apple used in 2011, as an example of a game showing of the newly acquired OpenGL ES 3.0 capabilities of iDevices. Or the Unreal Engine 3.0 citadel demo, also in 2011, for Flash/CrossBridge. It seems the only thing usable is running ShaderToy demos, and 3D views on ecommerce sites.
Apple has been slowing down WebGL I think. See eg people complaining in https://developer.apple.com/forums/thread/696821 and https://discourse.threejs.org/t/horrible-3d-three-js-perform...
Usually a good excuse why the tech doesn't get uptake.
Re: Running WASI binaries from your HTML using Web Components
#48Earlier quoted context omitted.
That expectation is off by nearly a decade. WASM games in terms of performance are closer to 2000 than 2010. Here's an open source indie game from 2003 that I ported to WASM [1]. It struggles to hit 60 FPS on devices that were released a good 15 years after the game itself. Browsers sometimes struggle to animate simple lines at 60 FPS still to this day, because they're just hugely massive platforms with thousands of…
A browser also has the baked in expectation of you interacting with hypertext. A video game of this caliber you are discussing is typically entitled to: - have a dowload and installation process that might span over say 20min or more - load slowly, because it needs to push a ton of assets through - demand a ton of resources such CPU, GPU, threads, memory etc. to achieve amazing graphics and simulation - being the pri…
As it stands, everyone is going with cloud streaming instead.
Still uses a browser.
Re: Running WASI binaries from your HTML using Web Components
#49Earlier quoted context omitted.
If we hadn't lost a decade with what Flash and PNACL already offered us in 2011... No wonder studios rather bet on streaming than a tech that will never deliver.
Let's be clear what Flash was though. It was a native binary that would paint to a region owned by the browser. So yes, it was performant because basically the only thing it was doing differently than any other native application was how it was hosted by the browser. That's also why it was such a security nightmare. It was a complete escape from the browser sandbox.
Hence why the gaming industry is focusing on streaming instead.
Re: Running WASI binaries from your HTML using Web Components
#50Earlier quoted context omitted.
Yet I am still waiting to see a game with the same capabilities of Infinity Blade, that Apple used in 2011, as an example of a game showing of the newly acquired OpenGL ES 3.0 capabilities of iDevices. Or the Unreal Engine 3.0 citadel demo, also in 2011, for Flash/CrossBridge. It seems the only thing usable is running ShaderToy demos, and 3D views on ecommerce sites.
That expectation is off by nearly a decade. WASM games in terms of performance are closer to 2000 than 2010. Here's an open source indie game from 2003 that I ported to WASM [1]. It struggles to hit 60 FPS on devices that were released a good 15 years after the game itself. Browsers sometimes struggle to animate simple lines at 60 FPS still to this day, because they're just hugely massive platforms with thousands of…
Even though WebGL and WebGL2 are implementations of the GLES2 and GLES3 APIs you usually can't just take a non-trivial GLES2/3 code base and expect it to work without hickups on WebGL, what's going on under the hood is just too different.