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First 3D Commercial Web Game Powered By asm.js

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Re: First 3D Commercial Web Game Powered By asm.js

#41
post #36

It works just fine in Safari. You know, without any special treatment from Apple for asm.js optimizations. I was sceptical but this shows that asm.js is a much better approach than Google's ActiveX wanna be solutions.

It loads, but I can't interact with anything here (Safari 7.0).

Re: First 3D Commercial Web Game Powered By asm.js

#42

Mozilla need to tone down the disingenuous marketing as it's going to bite the otherwise worthy asm.js in the long run. The problem is that video fails to explicitly point out that the only version relying on asm.js is the browser version, which is the least interesting, while they're all excited about different devices those are all supported thanks to Unreal's cross platform support and has nothing to do with the a…

The video was not made by us, it was made by the game developers. This particular video (and blog post) is about the asm.js port of the game (and other possible solutions), not about the game itself.

Re: First 3D Commercial Web Game Powered By asm.js

#43

Is there a possibility for major titles becoming "asm.js ports"? Games like World of Warcraft, League of Legends, Battlefield series, Starcraft 2, Minecraft, etc.

Major desktop titles probably not but major mobile titles definitely yes [1].

WebGL + asm.js on desktop computers should be roughly equivalent to native iOS / Android applications on top-of-the-line mobile devices (with possibility to get better effects on desktop GPUs).

This is btw what's going on with these very fast Emscripten ports - they can be done so quickly because the bulk of the hardest work was already done before, when engine and game developers made their code and maybe even more importantly their assets work well on mobile devices.

If you noticed many of these fast Emscripten ports were not desktop ports but had already existing mobile versions before - Unreal Engine Citadel demo, Unigine Crypt demo, and now Monster Madness.

Nevertheless it's still very impressive, big kudos to Mozilla folks.

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[1] For example these iOS 3d games should be feasible on the web (runtime performance wise, big asset downloads may be pain): The Walking Dead, The Wolf Among Us, Grand Theft Auto 3 / Vice City, Infinity Blade series, Max Payne 1, Mirror's Edge, XCom: Enemy Unknown, Real Racing, Asphalt series, mobile Need for Speed series, etc.

Plus of course anything 2D - Angry Birds, World of Goo, Plants vs Zombies, Osmos, Limbo, etc.

Re: First 3D Commercial Web Game Powered By asm.js

#44
I feel like "compatible with all modern browsers" is a little dishonest as long as Apple keeps dragging their feet with WebGL in iOS. I know that this isn't an asm.js problem, but the implication is that you can make a game like this which runs in all modern browsers, and that's simply not true yet.

Re: First 3D Commercial Web Game Powered By asm.js

#45
post #34

Earlier quoted context omitted.

Citation on the 15-30% claim? We see more like 50%, including compilation time. Sometimes much faster on certain benchmarks (Bullet IIRC?) now that float32 support has landed.

https://hacks.mozilla.org/2013/12/monster-madness-creating-g... This is from a link in the article for more information. These Monster Madness fellows found Firefox gave them 33% of native performance, and Chrome 20%. Presumably IE would give you fractions of these figures. I figured that, rather than citing figures from benchmarks, I'd go for the real world scenario that this release has given us.

Those figures seem to be in the context of a week long initial port. The team lead uses a figure of 50% in the video.

Re: First 3D Commercial Web Game Powered By asm.js

#46
post #18
post #11

Earlier quoted context omitted.

Minecraft in the browser has been done already, hasn't it? It'd be pretty trivial, as it's been ported to java / c# / objective c already, and has low system requirements. Given that asm.js games tend to run at something like 15-30% of the speed of native code, I doubt we'll see Battlefield 4 or Starcraft 2 anytime soon. Additionally, given that the WoW game client is many gigabytes in size, I doubt we'll see that ei…

Minecraft is FAR bigger and more complicated than people give it credit for. Getting a terrain generation demo running in a browser is not even remotely the same thing.

Is it that big of a leap from voxel.js, which is already doing this with pure javascript? (genuinely curious)

Re: First 3D Commercial Web Game Powered By asm.js

#47

Mozilla need to tone down the disingenuous marketing as it's going to bite the otherwise worthy asm.js in the long run. The problem is that video fails to explicitly point out that the only version relying on asm.js is the browser version, which is the least interesting, while they're all excited about different devices those are all supported thanks to Unreal's cross platform support and has nothing to do with the a…

Isn't the connection that Unreal's cross platform support was written in C or C++ and they ported it to a web browser in a week by compiling that to asm.js?

Re: First 3D Commercial Web Game Powered By asm.js

#48

Earlier quoted context omitted.

Unfortunately the "enterprise" seem set on it. Yesterday I was working with a new content management platform and I had to downgrade my Internet Explorer to 9 because it only works with IE 7,8 and 9. Then that still didn't work because of some MSXML problem I couldn't fix and I ended up having to use a VM with XP installed and IE 8. Un-be-lievable. I don't know who these Enterprisey IT managers are who are making the…

I thought things had gotten better. A decade ago the large company I worked for switched to a web based timecard system. The only problem, ie only and the software team of 50+ all were using hpux or solaris workstations. No ie. Oh and they wanted timecards done daily. The solution? Set up 2 terminals in the lab with a unix backend and a windows NT virtual environment so we can use IE to do timecards.

How complicated can/should a timecard system be? Surely one of those 50+ software engineers could have rewritten a portable version in a few days and saved you a lot of bother.

Re: First 3D Commercial Web Game Powered By asm.js

#49
post #16

Earlier quoted context omitted.

To be fair, if you want ultra-high performance for high quality 3d games, why did you learn javascript? Go away and learn C or C++ ... This doesn't give anything to web developers. It gives C / C++ developers a way onto the web.

Well, you can also write asm.js code manually to squeeze out performance, if you need to.

it's faster to learn C and all the toolchain than writing any meaningfull code in asm.js directly, asm.js is not javascript, as strange as it sounds.

Re: First 3D Commercial Web Game Powered By asm.js

#50
post #49

Earlier quoted context omitted.

Well, you can also write asm.js code manually to squeeze out performance, if you need to.

it's faster to learn C and all the toolchain than writing any meaningfull code in asm.js directly, asm.js is not javascript, as strange as it sounds.

I don't mean to write your app in it, I mean using it for optimising tight loops and such, just as C developers occasionally write some functions in asm for performance.
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