- about HTTP compression (gzip, brotli) - it works on byte/text level and doesn't know about your markup template repetition (where structure is mostly the same but small changes everywhere) so it will be not as…
HTTP compression (gzip, brotli) works on byte/text level and doesn't know about your markup template repetition (where structure is mostly the same but small changes everywhrere) so it will be not as efficient as manual…
>Rendering HTML server-side is just nice No, rendering html server-side is not nice and never was. Why on earth you will send markup template for every list item over and over again instead of sending just data and only…
Is there a something similar but uses array of bytes as output to application viewport pixels framebuffer? I think it will be way more interesting, especially pixels rendering part. You need implement vector rasterizer…
Does it support consistent replication and automatic failover? (you need implement raft or paxos-like replication algorithm for this)
Just remembered this interesting provocative video from 2011 - https://youtu.be/00gAbgBu8R4 As I understood right - to achieve something like unlimited detailed geometry we need to store objects in adaptive vector form…
But don't you think that Dreams engine is the sight of more superior rendering approach than current triangles pipeline and will dominate in the future? Can't we achieve more in terms of performance and flexibility if…
Why don't use pixels caching solution for dense geometry problem described in the article? For example 2d/ui/gui engines don't render detalized vector shapes (like glyphs) from scratch every frame - glyphs rasterized to…
What about Dreams engine? It doesn't use triangles for rendering, how it fits into techniques described in the article?
- about HTTP compression (gzip, brotli) - it works on byte/text level and doesn't know about your markup template repetition (where structure is mostly the same but small changes everywhere) so it will be not as…
HTTP compression (gzip, brotli) works on byte/text level and doesn't know about your markup template repetition (where structure is mostly the same but small changes everywhrere) so it will be not as efficient as manual…
>Rendering HTML server-side is just nice No, rendering html server-side is not nice and never was. Why on earth you will send markup template for every list item over and over again instead of sending just data and only…
Is there a something similar but uses array of bytes as output to application viewport pixels framebuffer? I think it will be way more interesting, especially pixels rendering part. You need implement vector rasterizer…
Does it support consistent replication and automatic failover? (you need implement raft or paxos-like replication algorithm for this)
Just remembered this interesting provocative video from 2011 - https://youtu.be/00gAbgBu8R4 As I understood right - to achieve something like unlimited detailed geometry we need to store objects in adaptive vector form…
But don't you think that Dreams engine is the sight of more superior rendering approach than current triangles pipeline and will dominate in the future? Can't we achieve more in terms of performance and flexibility if…
Why don't use pixels caching solution for dense geometry problem described in the article? For example 2d/ui/gui engines don't render detalized vector shapes (like glyphs) from scratch every frame - glyphs rasterized to…
What about Dreams engine? It doesn't use triangles for rendering, how it fits into techniques described in the article?