3 ms·
> With 2006's 3D performance WebGL runs at basically full speed on the GPU. And JS can run at about half the speed of native code, when compiling a C++ codebas
by azakai 13y ago
> With 2006's 3D performance
WebGL runs at basically full speed on the GPU. And JS can run at about half the speed of native code, when compiling a C++ codebase like we are talking about here.
So this would be far faster than typical 2006 perf.
> and access to all source code.
Look at optimized+minified compilation output in JS, it is just as unreadable as a native binary.
- angersock 13y agoFirst, it's a C codebase (assuming Quake 3). Second, there's a lot of little fiddly bit-twiddling for certain parts of it, like the PVS sets and whatnot. I would be unsurprised if JS doesn't deal with that well. Third, the level of play is such that stuttering, pauses, or hiccups, even if only on the order of tens or hundreds of milliseconds, can be unacceptable.
- azakai 13y agoIt's possible bit twiddling etc. would be a problem. Need to look at the actual code as used in Quake Live. Of course stuttering is unacceptable, as you say. But it should not happen. If you see it in a browser, please file a bug.