4 ms·
very very few developers will seriously consider writing a production game for the browser Zynga, PopCap, Team Meat and a few others come to mind. If you meant
by smosher 14y ago
very very few developers will seriously consider writing a production game for the browser
Zynga, PopCap, Team Meat and a few others come to mind. If you meant 3D "AAA" titles, that just became reasonable a few weeks ago so you'll have to give me some time while the data points come in.
However much or little incentive those would have had in the past, I think it's only going to increase. If FirefoxOS catches on (and it seems to have already with manufacturers), any games will have to be "for the browser", as well as all applications.
FFT implementations? OCR? Real-time fluid mechanics? Who does these things in a browser?
The snarky answer would be "nobody, yet" but (much like commercial gaming) that's not even true. People have been doing this strength of computation in the browser since before it was reasonable to do it.
Worse, do you think leaving out this possibility is a good thing for us? I think asm.js is partly a product of benchmark trolling, but it really does open doors for us.
Forgetting B2G for the moment, because that argument is too easy to make, and doesn't apply universally anyway: shortly before the publication of asm.js I had jokingly suggested someone (plug: http://tapes.fm/ http://tapes.fm/) implement multiband master compression to a multitrack playback webapp, because it was a damn shame I couldn't reproduce the dynamics of the original tracks thanks to lacking master compression. But if you can do FFT it's suddenly worth doing now, in fact I am sure it will happen. Perhaps not on tapes.fm but somewhere.