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> That is technically true, but what is the point? The bindings can make things better, or they can make things worse. WebGL, for example, covers over a lot of
by kombine 14y ago
> That is technically true, but what is the point? The bindings can make things better, or they can make things worse. WebGL, for example, covers over a lot of issues with OpenGL (security and convenience), making the web version very nice to use.
Last time I tried WebGL version of Quake3 on my machine which had the hi-end AMD graphics card at that time, it ran at less than 100FPS. For a game that's 10 years old that is a very poor result. The reason why I said bindings is because I want a language powerful enough to implement any technology I want in that language.
> There is no simple solution here.
Of course it's not simple. It doesn't mean it's not possible. Microsoft's WinRT is another example of coming closer to the native code apps.
- azakai 14y ago> Last time I tried WebGL version of Quake3 on my machine which had the hi-end AMD graphics card at that time, it ran at less than 100FPS. For a game that's 10 years old that is a very poor result. The Quake II port was extremely unoptimized in how it was performed. It's not a good benchmark of anything. > Microsoft's WinRT is another example of coming closer to the native code apps. What about just actual Android C++ apps, as an example of native code apps..?