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TrevorSundberg
searching Neon…
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TrevorSundberg
3y ago
Hmm, it looks like our call to `gl.createTexture()` returned null. I'm actually not sure what we'd do in that case other than fail with an error dialog.
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TrevorSundberg
3y ago
One day I'd love to compile part of Chromium's rendering into a WASM module. In my imaginary world, people just make html+js+css pages using the "firefox.wasm", "chromium.wasm", whatever rendering engine of the
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TrevorSundberg
3y ago
Just letting you know we put in a fix for DPI! https://raverie-us.github.io/raverie-engine/
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TrevorSundberg
3y ago
Hmm, I think that polyfill might only be for WebGL1 (we use WebGL2). When I go to the WebGL1 report I see that my card supports both: OES_texture_float OES_texture_float_linear But on WebGL2, it only shows OES_texture_float_linear. I think
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TrevorSundberg
3y ago
YES! Absolutely yes to this. Right now the built in language was made well before WASM was even a thing, but at some point in the future I'd like to make it target WASM directly or even potentially use AssemblyScript or something like
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TrevorSundberg
3y ago
Hey all, if you’re willing to try again we just put out a fix that dramatically helps performance on some machines. Since this was a port to WASM from a native game engine, it turns out the issue was in our frame rate limiting code which wa
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TrevorSundberg
3y ago
If you’re willing to try again we just put out a fix that dramatically helps performance on some machines. Since this was a port to WASM from a native game engine, it turns out the issue was in our frame rate limiting code which wasn’t play
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by
TrevorSundberg
3y ago
Hey all, if you’re willing to try again we just put out a fix that dramatically helps performance on some machines. Since this was a port to WASM from a native game engine, it turns out the issue was in our frame rate limiting code which wa
9.
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by
TrevorSundberg
3y ago
Hey all, if you’re willing to try again we just put out a fix that dramatically helps performance on some machines. Since this was a port to WASM from a native game engine, it turns out the issue was in our frame rate limiting code which wa
10.
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by
TrevorSundberg
3y ago
Hey all, if you’re willing to try again we just put out a fix that dramatically helps performance on some machines. Since this was a port to WASM from a native game engine, it turns out the issue was in our frame rate limiting code which wa
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TrevorSundberg
3y ago
Fixed: https://github.com/raverie-us/raverie-engine/commit/aa7e1b6c... Had to take into account the mouse coordinates too since they were not scaled.
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TrevorSundberg
3y ago
I second that!
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TrevorSundberg
3y ago
Why does a WASM > NES translator actually sound fun to write...
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TrevorSundberg
3y ago
Also hopefully these docs can be of use. They're a bit of a mess as they were never properly ported to GitHub wiki: https://github.com/zeroengineteam/ZeroDocs/blob/master/getti...
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TrevorSundberg
3y ago
I'll for sure list issues there. I also need to move the docs from here: https://github.com/zeroengineteam/ZeroDocs/blob/master/getti...
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TrevorSundberg
3y ago
That's something you'll have to code up yourself, however to get you started this script checks for pressing the W key and moves forward: https://pastebin.com/8kMTCu3Y
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TrevorSundberg
3y ago
The transfer of image data only happens when we yield inside the engine which only occurs when you hit a breakpoint in script. Otherwise we're just rendering to the OffscreenCanvas and letting the normal flow blit it to the screen (not
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TrevorSundberg
3y ago
I heard the same thing and I really hope what they're doing is for the best. It would have fundamentally changed my path if I didn't get that core low level experience of building game engines.
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TrevorSundberg
3y ago
Really want this to be a great learning tool!
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TrevorSundberg
3y ago
To be honest I haven't spent much time in Unity. Back in the day you either had to parent objects to the camera to make UI, or use a completely different UI system. It sounds like now Unity scenes can be overlaid on top of each other,
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TrevorSundberg
3y ago
I'd be curious if it runs any better under Chrome. Seems a lot of people are hitting Firefox issues. I'll be sure to test Firefox regularly though.
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TrevorSundberg
3y ago
If you hit space bar to bring up the command selector and hit Edit In Game, you should get a view that shows you all the debug draw, gizmos, etc. Hopefully this answers what you're referring to.
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TrevorSundberg
3y ago
I really yearn for this myself. I would love to see a “pure wasm” browser where the pages are just wasm and the “browser” just provides a bunch of platform imports like WASI. I agree with you though, seems like it’s not a priority for them.
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TrevorSundberg
3y ago
I’m fairly certain the native version of Scratch is just a browser with Scratch running in a web view. I’d also mention that WASM isn’t tied to a browser either (despite being called WebAssembly, it’s now widely used outside of browsers). Y
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TrevorSundberg
3y ago
Still a lot of hold overs from being a native app :P Good find though!
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TrevorSundberg
3y ago
I haven’t tried PlayCanvas yet, but it looks great. I think the primary difference is that this engine is a learning tool primarily, and doesn’t have any intention to compete with bigger name engines.
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TrevorSundberg
3y ago
This project was made in 2012 when there weren’t that many languages, especially not ones that bind to C/C++ (and we’re type safe). LUA was the primary embeddable language back then, and C# wasn’t even open source yet :)
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TrevorSundberg
3y ago
Thanks, I’ll make the fix!
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TrevorSundberg
3y ago
Awwww I'm so glad it's been helpful! One of these days I'll get back into teaching ;) I'd love to see the scripting interface you're working on too, I spent so much time making Minecraft mods back in the day and I a
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TrevorSundberg
3y ago
I always thought it was so cool Figma just rendered to a canvas! Oddly enough I ran into this at my previous job doing browser isolation when we got a bug report that Figma wasn’t displaying properly in our browser. Makes sense to switch th
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