3 ms·
I don't fully understand, is this equal to NaCl or webgl/canvas?
by tobylane 14y ago
I don't fully understand, is this equal to NaCl or webgl/canvas?
- mbrubeck 14y agoThis Unreal Engine3 port uses WebGL and asm.js.
- drawkbox 14y agoasm.js paying dividends already, performance is always useful. But the larger problem is cross platform gaming, so hopefully webkit and others get something like this. The problem is Chrome has NaCl, Microsoft has their designs I am sure, we still need WebGL support which I am sure isn't coming. For now Unity, Flash and general html5/canvas is still a better cross platform solution. If this leads to browser mobile games though that are native speeds, then we have something.
- gcp 14y agoasm.js is just a subset of JavaScript, so it works in all browsers already, unlike those "alternatives" you mentioned.
- lucian1900 14y agoThose "alternatives" already work with emscripten, with the advantage of working at full speed (at least in the case of NaCl) in the optimal case.
- pekk 14y agoDoes it work at full speed without OdinMonkey?
- gcp 14y agoNo (well more accurately, "it depends on how good TI works without the restrictions"). Won't matter for most games, see also points made elsewhere here.
- dragonwriter 14y ago> But the larger problem is cross platform gaming, so hopefully webkit and others get something like this. The problem is Chrome has NaCl, Microsoft has their designs I am sure, we still need WebGL support which I am sure isn't coming. I'd be very surprised if V8 (and so, Chrome and Node and everything else that uses it) didn't get asm.js support. Sure, Google's got NaCl and Dart and... but pursuing multiple paths to improving web performance isn't exactly new for Google.
- gcp 14y agoWebGL/Canvas. Standard HTML5/JavaScript, made possible by improvements in the emscripten C++->JavaScript compiler and faster JavaScript engines with Type Inference. No native code or complicated, non-standard Chrome-only APIs here.
- deleted 14y ago[deleted]