3 ms·
> they did not translate into massive adoption of Wasm by the gaming industry This is more about monetization and less about technology, and nobody has figured
by flohofwoe 1y ago
> they did not translate into massive adoption of Wasm by the gaming industry
This is more about monetization and less about technology, and nobody has figured out how to monetize web games beyond hyper-casual 2D games. And you don't need WASM to move a handful 2D sprites around.
Personally I'm quite happy what WASM allows me to do, e.g. the browser has become "just another runtime target" for my C/C++ hobby projects:
- https://floooh.github.io/sokol-html5/ https://floooh.github.io/sokol-html5/
- https://floooh.github.io/tiny8bit/ https://floooh.github.io/tiny8bit/
- https://floooh.github.io/doom-sokol/ https://floooh.github.io/doom-sokol/
...also the actual problem to run game-y stuff in browsers is not WASM, but the terrible state of web APIs, WebGL and WebGPU are both quite okay-ish, but beyond that it's an absolute mess (but OTH, people also cope with game development for Android, which is even worse).