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> I agree, an Unreal Engine compiled to javascript doesn't make sense.

That demo runs at 60 FPS in my browser, allowing me to casually spend more money on more video games. Your objections seem ideological, as opposed to perf benchmarks, distribution improvements or other quantifiable terms.

Can you expand on why it doesn't make sense?



Just make sure you don't refresh your browser cache after downloading a couple gigs of assets.


Well that has nothing to do with JS or asm.js, only how the game manages its assets. The Citadel demo needs to preload all data before it starts which is very easy to implement but is of course a suboptimal approach to asset loading, a proper game would only load what's really needed to start (4..5 MBytes max?), and from then on stream everything on demand in the background. It's about how much new data can be presented to the player per second, not how big the game data is overall. Asset sharing/reuse, data compression, procedural generation are all important topics for browser games in general, not just games running in asm.js.




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