4 ms·
> I've seen lots of great HTML5 games and the field has improved remarkably in the past 4 years. HTML5 has come a long way, but I'm talking specifically about
by socialist_coder 11y ago
> I've seen lots of great HTML5 games and the field has improved remarkably in the past 4 years.
HTML5 has come a long way, but I'm talking specifically about non-trivial games. For that, it's quite difficult to use it in a "we are going to make money with this!" way. I have seen some success with people writing their whole game from scratch to work within the very limited scope of HTML5, but most of the time those games are still pretty simple. Even so, I will concede that maybe this statement is geared more towards people trying to do cross platform stuff.
> ASM.js – it does run in Chrome
ASM.js runs in Chrome but it's not accelerated like it is in Firefox, that's what I mean. I was not speaking literally.
> http://beta.unity3d.com/jonas/AngryBots/ http://beta.unity3d.com/jonas/AngryBots/ for example looks great and runs well.
That's a demo. It does not demonstrate the problems that real developers with real games and real codebases are having with webGL. For example, it does't do any network communication with a server.
And, this game is tiny. They have 14.5 mb of assets and 4 mb of javascript.
Our game (it's a Slot Machine so it's not like it's super complex) has 23 mb of data and 16 mb of javascript. This is much more realistic. You can't do a whole lot with only 4 mb of javascript.