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In my experience ths issue with this has always been asset download speeds, not web frameworks. The lack of a storage solution means we can't ship game quality
by Jasper_ 5y ago
In my experience ths issue with this has always been asset download speeds, not web frameworks. The lack of a storage solution means we can't ship game quality assets and have things be instant load.. I run a large WebGL application and the Chrome network cache is still my biggest issue ( e.g. this unsolved bug despite me having an 100% repro https://bugs.chromium.org/p/chromium/issues/detail?id=770694 https://bugs.chromium.org/p/chromium/issues/detail?id=770694 )
- rock_hard 5y agoAgree that the framework issnt the bottleneck here but asset loading is! We have been investing in building ourselves a asset pipeline backend and it’s been a dramatic improvement. Simply scripting Blender and other tools on a EC2 instance to optimize assets and then deliver them via cloudfront. Works really well
- runawaybottle 5y agoI think we are not verbalizing the elephant in the room. I know game developers have their ship tight and will use the gpu to it’s fullest (the proof is in the pudding). The thing I’ve been trying say all along is, I want applications using the same renderer at a primitive level.
- dakom 5y agoYes, I agree... case in point - Unity's Wasm/Webgl exporter works really well for the most part, especially if you test and develop specifically for that target - but we don't see it taking off the way Flash did because nobody wants to wait 10 mins for their page to load.