Can someone explain the 'technological limitations' of browser based games ?

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  • macroquad

    Cross-platform game engine in Rust.

  • Threads are a bit of an issue. The entire web has been built on the premise that JavaScript is single-threaded. These days you can use web workers, but they have quite a few limitations. WASM threads have had a bumpy journey but should be available soon. I think eventually game engines will let you seamlessly compile for native and WASM with the only noticeable difference being performance. I know that macroquad and bevy are very close to something like this.

  • bevy

    A refreshingly simple data-driven game engine built in Rust

  • Threads are a bit of an issue. The entire web has been built on the premise that JavaScript is single-threaded. These days you can use web workers, but they have quite a few limitations. WASM threads have had a bumpy journey but should be available soon. I think eventually game engines will let you seamlessly compile for native and WASM with the only noticeable difference being performance. I know that macroquad and bevy are very close to something like this.

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  • FrameworkBenchmarks

    Source for the TechEmpower Framework Benchmarks project

  • Because you have no idea what are you talking about but you need to express your manipulative opinion I will counter your "slowness" with real life benchmark https://www.techempower.com/benchmarks/#section=data-r20&hw=ph&test=json Look, JS on 4th place. With pure CPU task.

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