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rossisred
searching PlanetScale…
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4 ms
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by
rossisred
9y ago
That is a difficult question to answer as there are many factors involved, not just the choice of language. JavaScript can be really fast, but WebAssembly may provide more predictable performance and faster loading times. The project webs
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by
rossisred
9y ago
Thanks! The characters are regular 3D models. The 2D elements are where the game differs from a lot of other games. If you use vector graphics the size of your assets will decrease dramatically, and your game will be resolution independe
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by
rossisred
9y ago
Sorry, I got a bit carried away on the colors. I've made a few quick style tweaks that hopefully make it easier to read.
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by
rossisred
9y ago
It should work in Chrome 57 or higher or in Firefox 52+. Support in Safari is not yet released as far as I am aware.
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by
rossisred
9y ago
Yes, it is a custom format. The paths are "triangulated" on the CPU once and the resulting triangles are uploaded to the GPU for subsequent draw calls.
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by
rossisred
9y ago
Thanks for sharing! Your article is what I was looking for and didn't find when I was working on the audio :) That is an interesting approach which I will definitely try.
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by
rossisred
9y ago
The 2D elements (menu buttons, background trees, etc...) enter the game's editor as SVG, where they get converted to an intermediate vector format that is optimized to be loaded and rendered fast. That intermediate format is what'
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by
rossisred
9y ago
WebAssembly support landed in Chrome 57 :)
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by
rossisred
9y ago
I wrote about this in my audio article [1]. Ideally, browsers will implement support for a configurable `sampleRate` in the `AudioContext` constructor. There is a tracking issue [2] for Chrome but I wasn't able to find one for Firefox
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by
rossisred
9y ago
Thanks for the heads up, that is curious. I don't have access to a linux machine at the moment, but will investigate later. There should be some output from binaryen in the JavaScript console, does it report success?
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by
rossisred
9y ago
Yes it is :) Fun fact: the first prototype of the engine was built in Dart and later re-written in C++ for production.
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by
rossisred
9y ago
The game is popular on the Chrome Web Store, and ~30% of those users are on Windows. Chrome Apps will stop working on Windows later this year, and Steam seems like a good place for them to transition. A full blown web version is another p
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by
rossisred
9y ago
I plan to keep the web version as a demo for now. It contains the first 4 levels of the game, and after you beat the 4th level it will ask if you'd like to continue to the various stores (App Store if you're on iOS, Play if you&#
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by
rossisred
9y ago
The game has its own custom engine and tools. The engine is in C++ and is small which made WebAssembly a great fit.
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by
rossisred
9y ago
Hello, I have also been taking notes while building this here: http://www.rossis.red/wasm.html I'm happy to answer your questions about it.
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Show HN: A WebAssembly game demo
(funkykarts.rocks)
251 points
by
rossisred
9y ago
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108 comments