Thanks for the detailed report! We have recently received similar reports on M1 and M2 chips and we are going to investigate further. Also, you're right about the loading screen for unsupported browsers, that is…
Any chance for multi agents and/or a vs-code extension(for diffing / applying changes)? nmv on the vscode extension, I just found your other comment.
It can be, we have our data cached as close to the user as possible, in over 300 locations. It does add some latency, because instead of a 3ms latency to fetch and decompress assets, it now might be 17ms. However,…
We have the ability to stream in content from our CDN, so even devices with little to no storage capacity can run games of near infinite size. The main issue in today's browsers is the 4gb ram limit, although many games…
That's actually the main thing we've worked on, WebGPU support is small potatoes compared to it, but I'm happy it's getting some attention here. We have an asset streaming system that enables you to stream in large, or…
Not from the official source, but we (Wonder Interactive Inc.) have a custom version of the engine that compiles to wasm. We are looking to upstream to Epic, or at least have a plugin that doesn't require custom source.
No downloads and the ability to easily and quickly jump into the action, especially useful for multiplayer or social games.
100% agree and when WebGPU comes out, that's going to reduce performance differences by a ton.
We have a gaming platform where users can download and play full games in the browser. We don't use indexedDB though, we use the Cache API.
I assume that also includes the Cache API's Storage?
This makes me feel old, thanks for that.
Looks cool, tons of potential here!
Would love to add this to my game engine.
Thanks for the detailed report! We have recently received similar reports on M1 and M2 chips and we are going to investigate further. Also, you're right about the loading screen for unsupported browsers, that is…
Any chance for multi agents and/or a vs-code extension(for diffing / applying changes)? nmv on the vscode extension, I just found your other comment.
It can be, we have our data cached as close to the user as possible, in over 300 locations. It does add some latency, because instead of a 3ms latency to fetch and decompress assets, it now might be 17ms. However,…
We have the ability to stream in content from our CDN, so even devices with little to no storage capacity can run games of near infinite size. The main issue in today's browsers is the 4gb ram limit, although many games…
That's actually the main thing we've worked on, WebGPU support is small potatoes compared to it, but I'm happy it's getting some attention here. We have an asset streaming system that enables you to stream in large, or…
Not from the official source, but we (Wonder Interactive Inc.) have a custom version of the engine that compiles to wasm. We are looking to upstream to Epic, or at least have a plugin that doesn't require custom source.
No downloads and the ability to easily and quickly jump into the action, especially useful for multiplayer or social games.
100% agree and when WebGPU comes out, that's going to reduce performance differences by a ton.
We have a gaming platform where users can download and play full games in the browser. We don't use indexedDB though, we use the Cache API.
I assume that also includes the Cache API's Storage?
This makes me feel old, thanks for that.
Looks cool, tons of potential here!
Would love to add this to my game engine.