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by rubber_duck
3517 days ago
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That's because big engines are filled with stuff that 90% of the games won't use (ie. they wouldn't care if it wasn't there) but because it's a general purpose engine it needs to implement all that and be flexible in the implementation, and the dead code elimination can't do the magic because most of it is runtime driven. 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. |
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> You can still use something smaller/purpose built
One of the advantages of using Unity though is that you don't have to write your game multiple times. Large studios can afford to do that, and they do. But for small studios, the ROI on porting your game to the web is not even close to positive, so hardly anyone does it.