Earlier quoted context omitted.
No. Given that IE previews support WebGL and typed arrays, asm.js should run just fine on them. This is entirely the point of asm.js!
It gives a fraction of the performance that Firefox gives you. quick google, this guy[0] got IE10 = 11900, chrome = 22500, firefox = 40000 [0] http://www.beyondjava.net/blog/google-adds-asm-js-test-octan... If IE is giving you half the performance of the nearest, free, easily downloaded competitor in your favourite online game, you might be tempted to switch. And this is for the few users that are on IE10!
First 3D Commercial Web Game Powered By asm.js
61–70 of 89 posts
Re: First 3D Commercial Web Game Powered By asm.js
#62Earlier quoted context omitted.
I just hope that it helps drive growth away from Internet Exploder ...
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…
Re: First 3D Commercial Web Game Powered By asm.js
#63I 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.
I would argue that a browser without WebGL is not a "modern browser". WebGL is part of what a browser is today, and it works (and is on by default) in recent versions of Internet Explorer, Chrome, Firefox and Opera.
Re: First 3D Commercial Web Game Powered By asm.js
#64Earlier 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.
Re: First 3D Commercial Web Game Powered By asm.js
#65Earlier quoted context omitted.
I would argue that a browser without WebGL is not a "modern browser". WebGL is part of what a browser is today, and it works (and is on by default) in recent versions of Internet Explorer, Chrome, Firefox and Opera.
I agree in some sense, but the honesty of a statement depends partly on how the audience can reasonably be expected to interpret it. And you can reasonably expect an audience to interpret "modern web browser" to include any major browser released within the last year.
New != Modern
Re: First 3D Commercial Web Game Powered By asm.js
#66It 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.
Yeah yeah I get it. I like asm.js as much as the next person; I just wish this whole PNaCl-is-ActiveX meme would seriously go away. It's willful ignorance.
FWIW, I think it's fantastic that asm.js is turning out great. I also think that PNaCl is a worthy technical achievement. Two ways of solving the same problem given different constraints. I think Mozilla has a better chance and agree with their reasoning re- browser compatibility and third-party adoption. Still doesn't mean I'm going to go around calling PNaCl ActiveX when it clearly isn't.
Re: First 3D Commercial Web Game Powered By asm.js
#67It 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.
In what way is using LLVM bitcode (PNaCL) at all similar to ActiveX? Yeah yeah I get it. I like asm.js as much as the next person; I just wish this whole PNaCl-is-ActiveX meme would seriously go away. It's willful ignorance. FWIW, I think it's fantastic that asm.js is turning out great. I also think that PNaCl is a worthy technical achievement. Two ways of solving the same problem given different constraints. I think…
https://developers.google.com/native-client/dev/pepperc/grou...
That said, I support using LLVM bitcode more than asm.js myself. I think asm.js is the dying breaths of JavaScript being hailed as its rebirth.
Re: First 3D Commercial Web Game Powered By asm.js
#68Earlier quoted context omitted.
In what way is using LLVM bitcode (PNaCL) at all similar to ActiveX? Yeah yeah I get it. I like asm.js as much as the next person; I just wish this whole PNaCl-is-ActiveX meme would seriously go away. It's willful ignorance. FWIW, I think it's fantastic that asm.js is turning out great. I also think that PNaCl is a worthy technical achievement. Two ways of solving the same problem given different constraints. I think…
Because PNaCl comes with its own implementations of input, graphics, audio, etc and cannot talk to any of the regular Web APIs. So basically, PNaCL is either ActiveX or it's Flash. https://developers.google.com/native-client/dev/pepperc/grou... That said, I support using LLVM bitcode more than asm.js myself. I think asm.js is the dying breaths of JavaScript being hailed as its rebirth.
I think that may be a false dichotomy.