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by ungzd 3514 days ago
WebGL is sufficient for 3D buildings in Google Maps but insufficient for Facebook's clash-of-three-in-a-rows?
1 comments

The issue we were having with Unity's webGL exporter is that you would end up with tens of megabytes of javascript code (the entire unity 3d engine in javascript, plus all your game code!), not to mention your assets. So you get a fairly large download, and then your browser spends tens of seconds loading and parsing the javascript, if it even loaded without errors.

This is for an app that loads in 5 seconds on an iPhone 5.

And remember, the target demographic for Facebook games is mostly people with lower end hardware and not cutting edge browsers. So they probably wont have asm.js support, and the loading will be even slower for them on their older hardware.