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by whizzter
137 days ago
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As a gamedev i love it, if you bet on JS for games and need "native" packaging then the platform runtimes has been quite a bit hit-or-miss but with V8 as default (or JSC) then it's sane runtimes with a good WebGPU backend (same as in the browsers). Only thing "missing" is perhaps a companion builder to emulate the C++ API with a WKWebView bundling setup for iOS. For those reading, if Apple still disallows JIT:ed code, then a WKWebView might still be the best option in terms of pure JS simulation performance even if the WebView might steal some GPU perf. What's the story/idea on controls (thin DOM emulation for pointerevents,keyboard,etc?), accelerometers, input-fields and fonts. As much as I like controlling what I render, having good support for font/input-handling and system inputs is a clear plus of using web tech. |
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I put up a roadmap to get Three.js and Pixi 8 (webgpu renderer) fully working as part of a 1.0.0 release, but there's nothing that my JS engine is doing that is that different than Three.js or Pixi. https://github.com/mystralengine/mystralnative/issues/7
I did have to get Skia for Canvas2d support because I was using it for UI elements inside of the canvas, so right now it's a WebGPU + Canvas2d runtime. Debating if I should also add ANGLE and WebGL bindings as well in v2.0.0 to support a lot of other use cases too. Fonts support is built in as part of the Skia support as well, so that is also covered. WebAudio is another thing that is currently supported, but may need more testing to be fully compatible.