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https://github.com/raverie-us/raverie-engine/blob/main/Code/...
The abstraction means that in the future, porting to other platforms that can support a WASM runtime should be trivial. It’s our dream to be able to export a build of your game to any platform, all from inside the browser. Our near term road-map includes getting the sound engine integrated with WebAudio, getting the script debugger working (currently freezes), porting our networking engine to WebRTC and WebSockets, and getting saving/loading from a database instead of browser local storage.
Our end goal is to use this engine to create an online Flash-like hub for games that people can share and remix, akin to Scratch or Tinkercad.
https://github.com/raverie-us/raverie-engine
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InfluxDB
Purpose built for real-time analytics at any scale. InfluxDB Platform is powered by columnar analytics, optimized for cost-efficient storage, and built with open data standards.
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I'll for sure list issues there. I also need to move the docs from here:
https://github.com/zeroengineteam/ZeroDocs/blob/master/getti...
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The WGPU people have a new, faster version coming out and Firefox integration is in progress.[1]
[1] https://github.com/gfx-rs/wgpu/pull/3626#issuecomment-173417...
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Do you know anything about any WASM developments that will enable pure WASM interaction with browser's Web-APIs at no or at a low cost without the JS layer? I'm looking at https://github.com/WebAssembly/proposals and it's very confusing. There are type imports, almost complete GC proposal(which apparently only for GCd languages, but not for anything browser<->wasm), the component model(which looks and sounds as something not for the browser use case), JS String Builtins (which will provide faster JS strings, but not DOM) and ECMAScript module integration (which will turn WASM modules into ES modules, but Web-APIs aren't ES modules so no luck). Sometimes I read contributor interactions and it looks as if providing such functionality isn't their priority or even in their plans, and WASI + component model for cloud and similar use cases are more important.
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This looks amazing, and I really hope it gains some traction.
That being said, one of the biggest annoyances I had trying to switch to Godot from Unity is that their Scene view doesn't reflect the Game view at runtime (you can see the hierarchy, but there's no visuals, no gizmos, no debug raycasting or colliders)[1]. It seems this engine has the same missing feature?
[1]https://github.com/godotengine/godot-proposals/issues/7213
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> Our engine had a unique feature called Spaces: separate worlds/levels that you can instantiate
This is, as far as I can tell, exactly what the Godot engine does[1]
[1]: https://godotengine.org/