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When people write games for ie. Steam, I assume they either use a 3D engine or something custom written in C++ for OpenGL, DirectX or Vulkan. When people write
by xyproto 7y ago
When people write games for ie. Steam, I assume they either use a 3D engine or something custom written in C++ for OpenGL, DirectX or Vulkan.
When people write interactive 3D graphics for the web, there's ThreeJS and WebGL.
Where does WebAssembly games using I/O devices fit in all of this?
- pfisch 7y agoYou can compile unity to web assembly. There are several other similar engines out there that compile to wasm.
- WAHa_06x36 7y agoThis I/O device thing seems to be a feature of one specific wasm engine that just exposes a simple framebuffer, so, it has nothing to do with anything else.
- meheleventyone 7y agoIn general if you are writing a game (that you expect to ship on multiple platforms) you’ll have some cross-platform layer that makes swapping out runtimes for each platform easy. Then the game is built on top of that. Could be in the same language or in another or both. For example LuaJIT has been popular. WebAssembly provides another target. Browsers are similar in that they are like mini-sandboxed OS’s with “standardised” interfaces. So applying the idea of standardised, sandboxed interfaces to WebAssembly you end up with WASI and probably eventually extension to GPU, audio and other interfaces useful to games. It’s actually a pretty old idea, plenty of old games were actually written to run on interpreters that were then rewritten for each platform. For example Another World which has cropped up on the front page recently takes this approach.