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NinjaWarrior
searching Neon…
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8 ms
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1.
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by
NinjaWarrior
12y ago
This article won't help much. Many people are saying this issue occurs without any plug-ins. I doubt it is the true cause. There are many Google Chrome Helper CPU eating up issues. Some are obviously not plug-in and extension related.
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by
NinjaWarrior
12y ago
> Both Unity and Unreal have their engines running well Running well? You'll know there are still tough problems next year. No one download 100 MB or 200 MB scripts and assets to play a game. In the past, all such resource rich Flas
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NinjaWarrior
13y ago
I think Unity can distribute their runtime library via CDN (just like three.min.js or something). It will able to cut down the initial some megabytes. Progressive downloading technique (like AssetBundle) is a must for both loading time and
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by
NinjaWarrior
13y ago
You imply the web is the blue ocean? :) I've experienced countless hotlinkings, rippings, clones, insults, DoS attacks and cybersquattings as a former Flash game developer. Luckily, I have not been involved in any trademark issues, but
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by
NinjaWarrior
13y ago
I think the above poster is talking about UX... > 3. It works on mobile devices, flash doesn't. False. Many (120000+) Flash apps are actively running with Adobe AIR on App Store and Google Play. AIR is a technology to package SWF as
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NinjaWarrior
13y ago
Indeed. Every trial to replace "standards" is called "evil". From this perspective, the web platform is far from open. The result is we all are in a local optimum trap. I already gave up expecting cool future and decided
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NinjaWarrior
13y ago
> Native will always fundamentally beat non-native, that's a plain fact. The problem of WebGL is simply it has very low penetration. By my research, currently only 35% of desktop users can use WebGL with GPU acceleration (FYI, Flash
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NinjaWarrior
13y ago
I still completely disagree making the web an application platform. Because of the absurd HTML5 cult, many websites are obtaining unpredictable and inconsistent behavior. The difficulty of explaining it to my old parents is increasing day b
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NinjaWarrior
13y ago
FYI, current mobile browser caches are very weak and unreliable. For instance, iOS clears all cached data just by exiting Safari. Android is also in a similar situation (unpredictable and can't explain). I guess it is caused by the storage
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NinjaWarrior
13y ago
> Emscripten builds taking between 10 and 50 times longer to compile than the native code ones. Hey, this is fatal. With this massively long iteration time, you can't run actual big projects. Only executing 1,000,000 lines of C++ code i
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by
NinjaWarrior
13y ago
Yep, if Google implements DRM, no one can stop it. The web is a platform for big software vendors after all, because no other player can virtually implement and maintain this enlarged platform and browser runtimes. Evil browser vendors will
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NinjaWarrior
13y ago
And the web highly relies on the native ecosystem. Since we have freedom of the native development on PCs, a number of browsers have been created and improving. However in mobile devices, that ecosystem is totally broken. When you have trou
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NinjaWarrior
13y ago
Sure, the Unreal Engine 3 demo (Epic Citadel) had been already ported to Flash one year ago. http://www.unrealengine.com/flash/ Since ActionScript VM is far slower than JavaScript, I'm afraid I have to say the Mozilla's demo does not prov
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NinjaWarrior
13y ago
> I would imagine that people would rarely write asm.js code, but instead they would generate it from statically typed languages (TypeScript, Dart, Haxe). Current asm.js is just for C/C++. Those altJS languages can't make use of asm.js
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by
NinjaWarrior
13y ago
I often imagine offloading everything to GPU is the realistic solution to workaround the mess of standards...
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NinjaWarrior
13y ago
How about evaluating both (asm.js and PNaCl)? Looks like we are stuck in the "monoculture" you said you dislike. And this IS the reason I never love web standards. I don't like monocultures too. I feel you are biased to preserve JavaScript
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NinjaWarrior
13y ago
Math.imul is just an ad-hoc patch to improve the performance of Emscripten. It's totally for Firefox. Is there a motivation to standardize and implement such a thing for other browser vendors? I'll star the V8 issue though...
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NinjaWarrior
14y ago
Yes, from the viewpoint of a game developer, the DOM is extremely, painfully, awfully, ridiculously slow and completely useless other than static HUDs. With the DOM, we can move only hundreds of sprites at 60 fps (on the latest Core i7!). H
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NinjaWarrior
14y ago
If you don't like monocultures, you shouldn't have hated plug-ins. And Firefox OS should allow users to install browsers other than Firefox. I'm very sad that not only Flash 11 but also Silverlight and Unity Web Player are all doomed by the
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NinjaWarrior
14y ago
HTML5 is not the only way to achieve cross-platform. In native world, HTML5 is just "one of them". There are many cross-platform frameworks and you can choose any one you like. Look this report. Cross-Platform Developer Tools 2012 | VisionM
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NinjaWarrior
14y ago
HTML5 means that some elite browser developers enjoy fun and performance native coding and they allow us to use only crappy HTML/CSS/JavaScript (altjs languages and Emscripten can't compensate, of course). I suspect Mozilla guys regard them
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NinjaWarrior
14y ago
> I think we all believe HTML5 has a great future. I don't. Absolutely not. I have a confidence HTML5 will fail in the end. > Hardware gets better at a rapid rate Moore's Law is about to over. We have no free lunch anymore. The next
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NinjaWarrior
14y ago
I totally agree with Carmack. Why the hell crap technologies dominate all the time? HTML5 and JavaScript is the most disgusting thing I've experienced in my 20 years game programming history. "Nobody pretends that the next AAA-title will be
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NinjaWarrior
14y ago
People who say "Flash is dying!" don't know what Flash can actually do. Flash is active technology. If you think Flash is obsolete and outdated, STOP USING ALL OF THESE IMMEDIATELY. - Most PC browser games HTML5 is not ready to handle ric