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.
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.
BTW, I also ran into issues with ScriptProcessorNode when generating audio, and ended up using `createBufferSource` with a scheduled playback time. I wrote a little about it here: https://binji.github.io/2017/02/28/binjgb-on-the-web-part-2....
Regarding draw calls, I could definitely batch more than I do. But the game is rarely draw-call-bound so I haven't had a reason to optimize that part of the graphics pipeline.
Dart is still used in the game's editor, which has been stable for a couple of years now. For the production engine, C++ just makes too much sense. It is what made this WebAssembly demo possible :)
My experience on the stores has been good, people who play the game seem to enjoy it. The hard part has been discovery :)
Regarding animation, this is a good resource to get started: http://robertpenner.com/easing/
Also, your page now says "Sorry your browser does not support WebAssembly" in Safari, yesterday it didn't.