|
|
|
|
|
by socialist_coder
3514 days ago
|
|
> I don't see how WebAssembly helps much - it primarily reduces the load time and download size with the binary encoding This is the slowness I'm talking about. I should have been more clear. I did not mean slow frame rate, I meant abysmally slow loading times. The frame rate is actually fine, its just the loading time that makes it a non starter. If you have a mobile game in Unity, you've already done the optimization to make it run at a good framerate in webGL on lower end hardware. |
|
You can still use something smaller/purpose built and compile to ASM.JS and it runs just fine - I rolled my own scenegraph for a visualization app in C++ - it compiled down to ~120kb of gzipped ASM.JS if I compiled out logging, and it ran on both browsers and mobile, it was even loading and rendering fast enough (~30 FPS) on mobile browsers on low end phones (eg. Mali 450GPU, some old quad core mediatek chip) with shadow mapping.