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The "web" today is effectively a basic virtual machine, and pages are containers deployed onto it. Which means you get all the bloat of re-shipping an OS (js l
by ethbr0 5y ago
The "web" today is effectively a basic virtual machine, and pages are containers deployed onto it.
Which means you get all the bloat of re-shipping an OS (js libs), because the ecosystem as a whole would rather have diversity, speed of framework iteration, minimized developer time, and absolutely minimal client friction.
And by and large, those have been good choices! Look at how far the web's come in just the last 30 years.
But as you note, many of those goals are incompatible with game engines, which have seriously tight minimum performance requirements.
So what do you think are the most important priorities for a 3D world format? I'm assuming performance (rendering and network) comes first, but what gets optimized for after that?
- Animats 5y agoFun. We know how to build user-created virtual worlds, but we don't know how to make them fun. I could say more on this, but not right now.
- toast0 5y agoAdding on, it's got to either be fun or useful, or it's going continue to linger in this sounds cool in books, doesn't make sense in real life (or movies, really, either). There's not a lot of usefulness either.
- ethbr0 5y agoI assume you mean fun in the sense of "not a pain in the ass" (specifically, in terms of common operations).