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[WEB 3.0]THE INSANE ABSTRACTIONS[HTML5]

Name: Anonymous 2010-03-30 14:05

http://www.innoveware.com/ql3/QuakeLight.html
http://www.silvergames.com/game/quake-flash/
(I don't have Java installed because it's even worse than Flash and Silverlight combined, go look for one yourself)

If my memory serves me right, the performance (in a downclocked Merom at 1600MHz) is about the one you'd get in a ~300-500MHz Celeron using optimized assembly. Quite amazing, don't you agree?

Surprisingly the Flash one runs a bit better for me, but it's a wash (and without looking deeper the reasons are hard to tell). They both are within an order of magnitude of the C version (a decimal order, mind you). I knew ActionScript was fast but I am impressed. Also I think the Flash one does sound mixing manually, but the Silverlight one hands it off (score one more for Flash).

So /prog/, here's your challenge (like anybody here is even going to consider it): do this in HTML5, that is Javascript rendering to <canvas> I guess, and sound via <audio>. The browser implementations suck right now so the result would probably be completely unusable for actual play (like the Silverlight one) but demo playback should be enough to see in what ballpark of performance it is.

Name: Anonymous 2010-03-31 4:18

There's nothing really special about 3D accelerated graphics in the browser. All you need are some OpenGL bindings for JavaScript. This could be done via an ActiveX control on IE, plugins on FireFox or Opera. Of course standardizing such an API would allow broader cross-platform support, but it has always been something which was possible here and now. A real standard wouldn't even be necessary to do this as we know the masses have installed and used proprietary adobe/MS plugins before (flash, acrobat reader, shockwave, silverlight, ...). I actually remember such a plugin many many years ago when ActiveX plugins were fairly popular. It featured 3D accelerated graphics in the browser... it was 2000 or earlier. I think the reason it didn't catch on is because people don't really want the browser to be a damn platform, they just want something to display sites and information, not rich 3D games. If I wanted a rich 3D game, I'd just install the game on my local hard drive, such an install has always and will always be optimal as it provides fast loading times and much higher flexibility for developers. For example, this Quake clone is nice, but the performance is slightly lacking (although the flash one actually played in realtime here) and controls suck(there's no way to explicitly capture controls, so you'd have to keep your mouse button pressed to move around, and other stupid limitations of "interactive webapps/games"). If you're going to make real applications, you might as well use real platforms instead of catering to http/html/js+plugins just because their ubiquitous. Hint: Almost everyone has an a real platform underneath. In the far past people were very happy to get their own personal computers where they had their freedom to do anything and go away from being just thinclients on terminals and now people are getting dumber and want to go back to that state.

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