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I've engaged specifically on the image formats--consider both GIF and XBM, for example, or WebM or whatever else. Do those show up frequently in games? Nope. Games have other things, like DDS and whatnot, but those are actually kind of designed for their use case (storing mipmaps, cubemaps, etc.), and game engine developers have the luxury of saying "We use this blessed format and anything else runs through our tools pipeline first to become this blessed format". Web browsers have no such luck. The XML/HTML stuff I mentioned elsewhere is still the same: it's not just simple missing character stuff, it's dealing with old pages that are semantically (not syntactically) malformed and still rendering them properly. See also quirks mode. By contrast, game engines have level and script formats that they support, with simpler document models, and they get to deprecate things whenever it suits the developers. As for scripting, just look at some docs for the Morrowing stuff you bring up: http://www.quicenter.com/morrowind/files/Morrowind_Scripting.... That's hardly on the same class of utility as Javascript--it's basically a procedural wrapper for stepping through basic scripted sequences. And that's fine--it's built to do that and only that. Every single game that permits custom levels that can include scripted elements fits this bill. "Scripted elements" is very, very different from, say, loading an arbitrary IDE into the browser: http://repl.it/languages On the average, most game scripting languages don't support running Ruby, Python, or Erlang interpreters. |
Yeah, you haven't. The comment which spawned your first statement was one that complained about rendering speed. Many people in this thread have noted that by the time an image or document (XML or otherwise) gets to the do-layout-and-render-pixels-on-the-screen stage of the process, it DOESN'T MATTER how malformed that document was or what format that image was when it came over the wire.
Why? Because when we're at this stage of the process, that data has been converted into whatever representation is most convenient for the web browser to use while rendering its screen. Just like in a video game, support for a new image type or document type is as "simple" as adding on a converter from $NEW_FORMAT to $BROWSER_INTERNAL_FORMAT.
> "Scripted elements" is very, very different from, say, loading an arbitrary IDE into the browser
No. It's a difference of size, not of complexity. The interpretation and validation tasks are the same in both examples.
> On the average, most game scripting languages don't support running Ruby, Python, or Erlang interpreters.
Heh. Nice of you to ignore my Crash Bandicoot, Jax & Daxter, and every-game-which-supports-lua-scripting examples. Lisp, Scheme, and Lua are every bit as complex as Ruby, Python, JavaScript and -to some degree- Erlang.
I've read your other replies in this thread. Your initial arguments are weak, and you continually choose to ignore evidence and assertions that contradict your initial argument. This is a real pity, because you're pretty well-written. If your behavior matched your tagline "Strong opinions, weakly held", you'd be far better off. :)