I mean, I realize that processors and machines are only getting more capable. It seems silly to start requiring faster and faster processors to achieve what slower ones could have achieved. I would rather we just kept achieving more.
I mean, I realize that processors and machines are only getting more capable. It seems silly to start requiring faster and faster processors to achieve what slower ones could have achieved. I would rather we just kept achieving more.
As recent history has been teaching us, doing more with less has mainly to do with getting more mobile, distributed, and ubiquitous. We're quickly reaching the point where that means something even "smaller" than a web browser.
EDIT: Could WhatsApp be the 2nd coming of WAP?
I'm not sure I see the win. Even if it gets to 100% of "native."
Even if Unreal engine FPS don't get to 100% of native, that doesn't preclude the disruption of lots of other software distribution models, including entire subgenres of games. But it goes much farther than just games.
And I don't own a windows machine.
Browser based distribution has the potential to have better security than Steam currently has. Of course, Steam could implement those things as well. It could well be that Steam or something like it will win over the browser.
What does a browser by in terms of added security? Encrypted connections did not spring in to being with ssl. And, doing a secured stateful connection seems easier/better than the stateless messages method of traditional http applications.
Unless you are trying to say that something in a limited sandbox of a browser has limited capability outside of said sandbox. But... how is that not just as true of any other sandbox approach.
For a user that can install a native build, the native build will run better. No doubt. But, most users in the world do not know how to install apps, and even if they did they shouldn't because of security concerns.
For that reason, game devs know that asking people to install a plugin or a native build will kill off most of the potential users of their game.
Instead, if you just give people a link to click and it jumps right into the game, that will maximize the amount of users able to play it. This is the main reason for the anti-plugin and pro-web movement in games.
That's a ridiculous claim.
> if they did they shouldn't because of security concerns.
Equally ridiculous. All the new shiny HTML5 tech is also bringing its load of security issues and an ever-increasing attack surface as the Web Browser slowly transforms itself into an OS.
There's a valid reason for running small games into the browser, but there'll never be a good reason to do that for a performance demanding game.
Note also that this is on the CPU. On the GPU, WebGL is already extremely close to native GPU speed.
I'm still not sure I see the compelling use case. The tooling to create games that target various platforms already exists. Does this really widen the ballpark?
Measuring execution time for a fixed, deterministic non-stop workload is the best thing in my opinion.
But if the walled gardens get really good discovery, they would win and deservedly so. As it is, they smell a bit too much like crony capitalism.
Take the game 2048 that made headlines here. I didn't discover it because of some intrinsic discovery mechanism of the web any more than if I was to just keep watching the games page on amazon.
No, I found it because someone could pop it on github and share with all for free. And, it should be noted, in this case the game is based off of a riff of a popular iphone game. How did that game itself get discovered?
This is not to say that I hate HTML and all it entails. I make my living there. I do, however, find myself finally beginning to question the supposed benefits it is bringing to the table.
For my final point, consider that Steam is allowing me to play games that haven't seen release for years now. In some cases I miss out because I run linux, but their efforts are drastically increasing my ability to play current and past games in ways that I just do not see this approaching.
You're kidding, right? (Maybe not old enough to remember the world pre-Google?)
Even now, I am more likely to discover a good game walking down the wall of gamespot than I am surfing the web. If I really want some discoverability, I go for magazines or similar digital fare nowdays.
Seriously, when was the last time you used google to find a game. Because, I don't think I have ever even heard of someone doing this. What I have done is browsed the lucasarts website hoping for news of upcoming releases. Or pulled up arstechnica's game section to see what is current.
Or, more recently, subscribed to humble bundle to see what they have to offer.
I am not (and can not) claim that the internet has not helped find some games I otherwise would not have found. I assert that this is because it hooked up some developers with a distribution mechanism they did not have before.
And yet, even as I type that I know how bloody stupid it is. I am also old enough to remember dialing in to a BBS in Texas, as they were the closest I could find to download Doom, Jill of the Jungle, Commander Keen... It is not like there were no methods to get games created and distributed pre google.
Seriously, Google's the first place I turn to to find anything but a game.
It is not like there were no methods to get games created and distributed pre google.
But it did and does seriously help people find almost everything. As far as discoverability of games, I'm not sure what the problem is. I think the sad truth is that most games that aren't the big hits and aren't beloved long tail cult classics just suck. That said, it's kind of hard to make sure your long tail cult classic gets traction in an app store, unless you have the help of an outside community, which is usually helped tremendously by the web and by search engines like Google. (Just as BBS helped back in those days.)
Now, the Unreal Engine is a great tool in and of itself. Having it target the browser is the questionable part to me.
This demo may focus on the high-end graphics, but I doubt that's the reason anyone is investing effort into this. Mozilla wants cross-platform mobile games on Firefox OS, and Epic (I'm guessing) wants to be able to run games on Firefox OS/Chrome OS/Sailfish/Tizen/Ubuntu Touch/flavor-of-the-month that supports HTML 5, as a long-term hedging of bets. Not all of those explicitly support asm.js, but Chrome is going to get better at supporting asm.js even if it never gets to feature parity with Firefox, and the non-iOS world is likely to be running a derivative of Chrome or Firefox.
Not sure how that is surprising.
The argument for wanting to target all of the platforms seems nice. Except the major tooling companies that want to target multiple platforms have already learned how. Seeing games come out on PC, Xbox, and Playstation is proof enough of that.
So, again, what does this buy that the tooling does not already support? Especially if you simply design things such that they can be cross compiled with C.
Some tools might not just work, of course, like profiling tools or anything else that runs while the game executes on the target device, as opposed to the dev environment. But:
1. I have seen even things like profilers being ported together with the engines. Takes some porting but the result is you have the engine's normal full set of tools.
2. You have the in-browser tools as well - all modern browsers have profilers, debuggers, etc. And also they support source maps, which means they can see the original source code and not the hard-to-read compiler-output JS.
I can see the point, but I see access to the tools as way more valuable than this. And with the tools, I'm curious just how many more "users" developers will truly be able to aim for. One off demos not withstanding.
I agree tools are important too, but the main benefit of the web is it is runs everywhere, and no one controls it.
The issue of course is that Flash has many technical issues, doesn't work in all browsers/all OSes, and so forth, hence the move to do the same games in HTML5.
Funny how I was just then commanded by G-d Almighty Himself to unstall my Flash plugin.
While Flash does require permission to enable video and sound input, I am dead certain that someone with a clue could find a way to do so without actually asking permission.
It's not like those who like to hang at Websites of Ill Repute are diligent about keeping their patches up-to-date.
I know, it's a cute way to get some movement without the political nightmare of having to decide on a proper VM for the web. Since it's "just JavaScript", other browsers will run but be really slow, leading users to blame the browser. At least, I guess that's the idea. It's still a shame they have to resort to such tricks.