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daredevildave commented on Anagram Word Game   codingjlu.github.io/anagr... · Posted by u/codingjlu
daredevildave · a year ago
That's a fun game. I made an anagram game myself a few years ago.

https://conundrum.fun/

Seeing some of the other comments reminded me that most of the work went into trimming the word lists so that it wasn't rude or randomly impossibly difficult.

daredevildave commented on Build WebGPU apps with PlayCanvas   blog.playcanvas.com/build... · Posted by u/pjmlp
PUSH_AX · 2 years ago
I think Playcanvas would do well to focus on the basics, like being able to export/import variables in the standard js way, being able to develop offline, using your own source control. I could go on.
daredevildave · 2 years ago
Support for Javascript modules looks like it is in-progress: https://github.com/playcanvas/engine/issues/4767

Developing offline with the engine-only (https://github.com/playcanvas/engine) is obviously an option, but I wouldn't hold your breath for an offline editor.

daredevildave commented on Build WebGPU apps with PlayCanvas   blog.playcanvas.com/build... · Posted by u/pjmlp
kamikazeturtles · 2 years ago
What sort of things will compute shaders on the web unlock that wasn't possible before? Asking as someone with only a little graphics programming experience
daredevildave · 2 years ago
They unlock a lot of advanced graphics techniques that are too slow to do CPU-side but work well in parallel on GPU. It's a pretty wide variety of things, but e.g. lighting, mesh manipulation, terrain, voxels, post-processing.
daredevildave commented on Build WebGPU apps with PlayCanvas   blog.playcanvas.com/build... · Posted by u/pjmlp
daredevildave · 2 years ago
I can't wait for compute shaders to be widely available on the web!
daredevildave commented on Townscaper Running in the Browser   oskarstalberg.com/Townsca... · Posted by u/krstffr
aroman · 4 years ago
It takes about 90 seconds to load for me, but once it does, it's buttery smooth on my M1 Pro. Unity's web story is still so bad for many reasons, but the initial load times are a huge one (~15MB of wasm for an empty scene last I checked). They were working on Project Tiny[0] to address exactly this, but they've now paused work on it indefinitely :( Someone please build tools to fix this!

[0] https://unity.com/solutions/instant-games

daredevildave · 4 years ago
PlayCanvas[0] is the probably the closest "web-first" solution compared to Unity. Used by lots of Snap Games & Instant Games. It's written in JS which means that it's way smaller ~350kB for an empty scene if I recall.

[0] https://playcanvas.com

daredevildave commented on Three.js editor   threejs.org/editor/... · Posted by u/danboarder
jeremiep · 9 years ago
That's mostly because of the architecture of Unity3D being both efficient and productive and UE4 being much more so. They're radically different architectures than what three/babylon have. And the fact that they both compile through Emscripten is proof AAA engines can be built for the web.

We're not too far away from SIMD, Atomics and SharedArrayBuffer as well as OffscreenCanvas in the browser (they're all available behind experimental flags today). I can definitely see a newcomer building a web engine from the ground up and beating Unity/UE4 in performance AND productivity for not having their overhead. Its a huge undertaking but nothing impossible.

What I missed the most doing WebGL work however were asset pipelines. Open-source engines barely support DXT compression, normalized integers and whatnot. We ended up writing our own (very crude) CLI tool to compress DXT1/5, ETC1 and PVRTC as well as a KTX parser to load them at runtime. I'll see if I can make them open-source - they're still a bit tied to our custom in-house webgl renderer.

daredevildave · 9 years ago
It's worth checking out PlayCanvas for the asset pipeline. Texture compression is supported directly in the editor. https://blog.playcanvas.com/webgl-texture-compression-made-e...
daredevildave commented on Three.js editor   threejs.org/editor/... · Posted by u/danboarder
rawnlq · 9 years ago
How does that compare with https://clara.io? I thought that was made by one of the core contributors of three.js (bhouston).

I don't use web editors for 3d so I have no idea, just curious.

daredevildave · 9 years ago
Clara.io is a modelling, animation and rendering tool (in the style of Maya/Max/Blender)

PlayCanvas is a game engine (in the style of Unity/Unreal)

To put it another way. You build your 3D assets in Clara and import them into PlayCanvas to add interactivity.

daredevildave commented on Three.js editor   threejs.org/editor/... · Posted by u/danboarder
hccampos · 9 years ago
While this is fun to play around with, and definitely helpful when using threejs directly, for a fullblown editor on the web there is nothing that beats PlayCanvas at the moment.
daredevildave · 9 years ago
And a handy link for anyone who wants to check out PlayCanvas: https://playcanvas.com

u/daredevildave

KarmaCake day594October 6, 2009
About
Mid-tirement. Previously Eng. Director for Games/Minis/Bitmoji at Snap Previously co-founder at http://playcanvas.com
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