Construct's New WebGPU Renderer
construct.net
construct.net
https://github.com/4ian/GDevelop
Open source, completely free, and I can run it as a native application on my computer versus a weird web app. The idea that my game is basically tied to a SaaS is just not OK for me.
I wanted to start experimenting with it, and attempted to do so with Deno (which is what I've been developing in the past few projects), and I'm sad to find out that they recently removed WebGPU from its interface due to slower start up times and larger binary sizes [0][1] :/ I hope they re-enable it soon so that I don't have to mess around with tsc and webpack again...
[0] https://stackoverflow.com/questions/76561043/deno-bundle-pro... [1] https://github.com/denoland/deno/pull/18094
Kind of tells where they see business value to deploy first.
Then again the entire section on "game engine performance matters" only compares the performance of "JavaScript" (V8? Safari? Who knows!) vs. Game Maker Language and doesn't at any point compare anything about the performance of the actual game engine.
But it is cool that they're switching to WebGPU. Should make native app ports more viable to drastically improve performance and resource utilization
https://downloads.scirra.com/labs/perf/opacitythrash-webgl/
https://downloads.scirra.com/labs/perf/opacitythrash-webgpu/
Nothing that interesting; 2D game engine Construct moved to WebGPU, and reaps some obvious performance benefits. Great.
You might find this older post more interesting, more technical. Just keep in mind this blog post is 3 years old:
https://www.construct.net/en/blogs/ashleys-blog-2/webgl-webg...
It's trivial.
"oh cool webgpu is slowly starting to appear in production environments. Positive steps towards the technology getting broad adoption".
I don't really even take note of the company in this instance.