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Show HN: Unity like game editor running in pure WASM

raverie-us.github.io

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Re: Show HN: Unity like game editor running in pure WASM

#71
This looks amazing, and I really hope it gains some traction.

That being said, one of the biggest annoyances I had trying to switch to Godot from Unity is that their Scene view doesn't reflect the Game view at runtime (you can see the hierarchy, but there's no visuals, no gizmos, no debug raycasting or colliders)[1]. It seems this engine has the same missing feature?

[1]https://github.com/godotengine/godot-proposals/issues/7213

Re: Show HN: Unity like game editor running in pure WASM

#72
I like the concept. My GPU and browser weep with lag. Its a very impressive slideshow.

I finally managed to highlight the starting sphere after several tries. At first I wasn't sure if it was loaded.

Of course, I'm only using a 1.8 GHz Celeron with onboard GPU and 8GB Ram in Firefox, so... not exactly high-end stuff.

Re: Show HN: Unity like game editor running in pure WASM

#73

Earlier quoted context omitted.

It almost sounds like it’s not using your dedicated graphics card. Do other WebGL demos run alright for you?

Yes I can run about 200 jellyfish in this demo with similar GPU load, resolution, and frame rate. https://akirodic.com/p/jellyfish/ Maybe not the most helpful comparison haha. Anyways, great work, this is very impressive

That's WebGL. This engine seems to use WebGL2.

Re: Show HN: Unity like game editor running in pure WASM

#74

This looks amazing, and I really hope it gains some traction. That being said, one of the biggest annoyances I had trying to switch to Godot from Unity is that their Scene view doesn't reflect the Game view at runtime (you can see the hierarchy, but there's no visuals, no gizmos, no debug raycasting or colliders)[1]. It seems this engine has the same missing feature? [1] https://github.com/godotengine/godot-proposals…

If you hit space bar to bring up the command selector and hit Edit In Game, you should get a view that shows you all the debug draw, gizmos, etc. Hopefully this answers what you're referring to.

Re: Show HN: Unity like game editor running in pure WASM

#75
post #72

I like the concept. My GPU and browser weep with lag. Its a very impressive slideshow. I finally managed to highlight the starting sphere after several tries. At first I wasn't sure if it was loaded. Of course, I'm only using a 1.8 GHz Celeron with onboard GPU and 8GB Ram in Firefox, so... not exactly high-end stuff.

I'd be curious if it runs any better under Chrome. Seems a lot of people are hitting Firefox issues. I'll be sure to test Firefox regularly though.

Re: Show HN: Unity like game editor running in pure WASM

#76

Do you know anything about any WASM developments that will enable pure WASM interaction with the browser's Web-APIs at no or at a low cost without the JS layer? Sometimes I look at https://github.com/WebAssembly/proposals and it's very confusing. There are the type imports proposal(years away), the almost complete GC proposal(which is apparently only for GCd languages, but not for anything browser wasm), the componen…

Reference types technically already allow for calling directly into the browser APIs as reference types allow wasm to pass JavaScript objects around. So if you import all the relevant web apis, you don't really need any (almost any?) intermediate JS anymore, because you can just forward the JS objects between the individual API calls.

The only real need for JS would be to initialize the wasm module in the first place.

Re: Show HN: Unity like game editor running in pure WASM

#77

This is hitting my gpu super hard (Radeon Pro 560X, near-4k) with just the default ball scene. Frame rates are dipping very low just orbiting around. Does anyone know if there could be a WebGL optimization issue?

I'm getting a really nice smooth experience on my Intel HD Graphics 620 (7th gen intel integrated graphics, old and slow). Also just looking at the default ball scene, and I was really impressed how smooth it was on my system. I'm using chrome.

I suspect this is possibly down to the use of readPixels and how slow that is on various devices. The engine seems to run in a worker and render to an offscreen canvas then transfer the image data in JS to the main thread before drawing it to a canvas there.

Re: Show HN: Unity like game editor running in pure WASM

#78

How are Raverie spaces different from Unity scenes?

To be honest I haven't spent much time in Unity. Back in the day you either had to parent objects to the camera to make UI, or use a completely different UI system. It sounds like now Unity scenes can be overlaid on top of each other, is that correct?

Re: Show HN: Unity like game editor running in pure WASM

#79

> Our end goal is to use this engine to create an online Flash-like hub for games that people can share and remix, akin to Scratch or Tinkercad. AMAZING. Hackable games are such a great in-road for new developers, and for anyone who takes an interest in software because of gaming.

Really want this to be a great learning tool!

Re: Show HN: Unity like game editor running in pure WASM

#80

Earlier quoted context omitted.

That's so cool! Zilch was my baby, that makes me so happy :D

Zero/Zilch was great, and I wish DigiPen would've stuck with it! I heard that these days, they don't even have students make games from scratch anymore, and everyone just uses Unity or Unreal instead—any idea if that's true? it would be a bummer if it were, because striving to make a cool engine (especially once Zero was there as something to aspire to!) was like the best and most useful part of my time at DigiPen. g…

I heard the same thing and I really hope what they're doing is for the best. It would have fundamentally changed my path if I didn't get that core low level experience of building game engines.
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