| I'll stick with my precompiled logic assertion. How many AAA games ship with a fully dynamic language like JS? Of those, how many then expose low-level APIs to those languages instead of just an operating environment suitable only for scripting? At any point, do those games allow trivial fetching of new code from the network from an unspecified source, parsing and executing that code in or out of a sandbox? As for "goofy image formats"--I'm going to be somewhat surprised if you aren't doing a preprocessing step to normalize your textures and images into either an atlas or at least some standard format (with texture compression or whatnot). I know that across the entire space of game engines there are bajillions of formats, but again, when you're building a custom engine for a game, I'm willing to bet that you can pick your battles in ways that browsers simply can't. The "malformed XML" isn't a simple matter of just "Oh, a missing closing tag!". It's "quirks" mode. It's supporting weird old behavior, bug-for-bug, across browser versions (thank you Microsoft). "The web is absolutely 100% less efficient than a commercial game engine and does far far less." See, from a performance standpoint, I wouldn't hesitate to agree that the web engines are less efficient. Similarly, I wouldn't claim that a gas turbine is less efficient than piston engine. However, piston engines are a lot more common because they're more flexible, easier to make, and can put up with a lot more nonsense. You lost me, though, when you said that the web does "far far less" than the specialized work a game engine does. "Come on, is there even a comparison?" Look at the spec: http://www.w3.org/TR/html5/rendering.html#rendering You're absolutely right--there's no comparison. Show me a modern game engine whose rendering pipeline is one tenth as complicated or well-specified! Sure, bang around about your scene-management structures for visibility tests. I'm sure that'll impress your friend at GDC who similarly rediscovering techniques already mined out twenty years ago--better than thirty in the case of octress. At the end of the day, game engines (from a display standpoint), are just rendering lots of triangles, with optional intermediary targets clever shading tricks. There may be some animation, there may be some physics, but all of that is relatively straightforward in implementation compared with the downright byzantine rules for, say, CSS: http://www.w3.org/TR/css-2010/ I'm not saying that game engines aren't impressive feats of engineering--they are in no way, however, near as complicated from anything other than a technical perspective when compared with a modern web browser. |
Every single game that lets you use Lua to write game logic? AIUI, every Elder Scrolls game since Morrowind? The Crash Bandicoot games? The Jax and Daxter games? (The Jax and Daxter games use http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp and the Crash Bandicoot games use its predecessor.)
> At any point, do those games allow trivial fetching of new code from the network from an unspecified source, parsing and executing that code in or out of a sandbox?
Every single game that permits custom levels that can include scripted elements fits this bill. See, though, this is a strawman. Almost every competently designed website is just like a AAA game in that all of the code that that site runs and all of the assets that it loads were explicitly selected by the dev team and tested by its QA team. Moreover, any user-supplied data is carefully handled and constrained so that processing of said data is low-impact and non-disruptive; just like in a AAA game.
I also note that you're refusing to engage with folks who call you out on the fact that your argument that "Having to handle a wide array of obscure image formats and potentially invalid XML makes page renders and reflows slow!" is bunk.