> Many Web games were created with Impact [the game engine from the article] and it even served as the basis for some commercial cross-platform titles like Cross Code, Eliot Quest and my own Nintendo Wii-U game XType Plus. Cross Code is an excellent game. I knew that it used web tech and I was constantly amazed by how performant it was on the Nintendo Switch hardware. I would guess that this engine deserves some cred…
Porting my JavaScript game engine to C for no reason
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Re: Porting my JavaScript game engine to C for no reason
#42> Many Web games were created with Impact [the game engine from the article] and it even served as the basis for some commercial cross-platform titles like Cross Code, Eliot Quest and my own Nintendo Wii-U game XType Plus. Cross Code is an excellent game. I knew that it used web tech and I was constantly amazed by how performant it was on the Nintendo Switch hardware. I would guess that this engine deserves some cred…
To be fair, they modified Impact _a lot_. In some of their development streams[1] you can see a heavily extended Weltmeister (Impact's level editor). Imho, that's fantastic! I love to see devs being able to adapt the engine for their particular game. Likewise, high_impact shouldn't be seen as a “feature-complete” game engine, but rather as a convenient starting point. [1] https://youtu.be/4lZfnM9Ubeo?t=3215
You can't polish a turd. There would've been no point in modifying the engine a bunch if you hadn't given them a useful base to work with.
Re: Porting my JavaScript game engine to C for no reason
#43Earlier quoted context omitted.
Why, from C to Zig, from Zig to Rust. Compile the Rust version to WASM to finally make it runnable in the browser.
i'm actually quite curious how it would perform relative to the C version. the article shows 1000x particles, but LittleJS has demos with a couple orders of magnitude more than that at 60fps. e.g. https://killedbyapixel.github.io/LittleJS/examples/stress/
Re: Porting my JavaScript game engine to C for no reason
#44Earlier quoted context omitted.
To be fair, they modified Impact _a lot_. In some of their development streams[1] you can see a heavily extended Weltmeister (Impact's level editor). Imho, that's fantastic! I love to see devs being able to adapt the engine for their particular game. Likewise, high_impact shouldn't be seen as a “feature-complete” game engine, but rather as a convenient starting point. [1] https://youtu.be/4lZfnM9Ubeo?t=3215
> To be fair, they modified Impact _a lot_. You can't polish a turd. There would've been no point in modifying the engine a bunch if you hadn't given them a useful base to work with.
Re: Porting my JavaScript game engine to C for no reason
#45Earlier quoted context omitted.
Why, from C to Zig, from Zig to Rust. Compile the Rust version to WASM to finally make it runnable in the browser.
Doesn't Zig compile to WASM too?
Re: Porting my JavaScript game engine to C for no reason
#46FYI - in non-fullscreen mode, on my Mac / Chrome, the bottom of the viewport is cut off. So can only play in fullscreen.
Re: Porting my JavaScript game engine to C for no reason
#47> Many Web games were created with Impact [the game engine from the article] and it even served as the basis for some commercial cross-platform titles like Cross Code, Eliot Quest and my own Nintendo Wii-U game XType Plus. Cross Code is an excellent game. I knew that it used web tech and I was constantly amazed by how performant it was on the Nintendo Switch hardware. I would guess that this engine deserves some cred…
The switch port required heroic levels of efforts though I recall.
Re: Porting my JavaScript game engine to C for no reason
#48"Thoughts on Flash" may just have saved the Web platform at its hour of greatest need, ie. creeping dominance of a single piece of software. I believe that somewhere in there was frustration with Adobe who seemed to abandon the MacOS platform support for Windows' much larger user base, eg. Mac versions were always behind Windows versions. Perhaps Jobs also may've felt that there would be no Adobe without Apple as muc…
Even PSP had Flash, and it was fairly decent. I wonder how much effort and money Sony put into that.
Re: Porting my JavaScript game engine to C for no reason
#49The history section does not feel quite accurate. From what I recall, what killed Flash wasn't iOS, but rather the acquisition of Macromedia by Adobe.
Re: Porting my JavaScript game engine to C for no reason
#50Earlier quoted context omitted.
To be fair, they modified Impact _a lot_. In some of their development streams[1] you can see a heavily extended Weltmeister (Impact's level editor). Imho, that's fantastic! I love to see devs being able to adapt the engine for their particular game. Likewise, high_impact shouldn't be seen as a “feature-complete” game engine, but rather as a convenient starting point. [1] https://youtu.be/4lZfnM9Ubeo?t=3215
> To be fair, they modified Impact _a lot_. You can't polish a turd. There would've been no point in modifying the engine a bunch if you hadn't given them a useful base to work with.