![]() From our experience this is critical when it comes to getting people to actually play your game. That is without any assets.īy comparison, the Pla圜anvas Engine is 128kB to download, and you can fit a complete game into a few megabytes. For example, their angry bots demo generates 19MB of javascript code for that game. Their biggest issue is the size of the code that they generate. However, the main issues lie with the cross-compilation process that they use to create web games. They clearly see it as an important replacement for the now defunct web player. Unity are making great progress with they WebGL export. They have some experimental support for HTML5 exporting but it doesn't seem to be well-supported and isn't a focus for them. First I think you can pretty much discount Unreal 4. If your primary concern is to build a native game, then you could do a lot worse than use one of these two engines. Both primarily designed to create native (PC, console and mobile) applications. Obviously Unity (and Unreal) are extremely well established game engines. So I can offer my (rather biased ) thoughts on this. Here are some example web and device games made with flash just to show what it is capable of as so many people seem unaware: So no true experience with unreal sadly yet. I have made games with js/webgl, unity, flash and air. I would be weary of fulling committing to webgl output from unreal or unity just yet as there is still a lot at steak and you don't want to be stuck waiting 6 months for the next big release to fix a show-stopper!! Hell my pc could be considered ancient and is still going strong. It is getting better though and hopefully soon we will get there, but if you are targeting desktops remember that folks don't upgrade their pcs as often as their devices. Much crashing and instability on every demo I have seen so far and those are only demos never mind a genuine long terms production piece. You can literately get a basic 2D game engine prototyped in a day or two without much trouble.ģD on the other hand and you have a lot more on your place, file parsing, shaders, culling, animations/skeletons, more complex management of assets etc.ġ: Games that target the web you have to concious of filesize (as that is download/waiting time) and stability, at the moment the webgl tech from the big players such as unity and unreal is nearly there but not quite in my opinion. Rolling your own 2D engine is much much (MUCH) easier than a 3D one is if you do not have much experience with engines. Are you targeting desktop web or mobile web or both? New players first look at the property and remove those enemies.It is a tricky question and there are 2 big things to consider.ġ. Anyone who's around already gets the kill anyways, so the property update doesn't have to be broadcasted. For each kill, some player needs to add that ID to the room's killed-enemies property. Let's say you have more than 255 enemies, then each could get an ID of type short. Those can be updated by any player and they could contain byte or short or whatever. It's fine for a small levels and rooms that get closed after a while.Īside from buffered RPCs, Photon allows you to set properties for a room. If you do this for a lot of enemies, the room will fill up with buffered RPCs and joining players will be flooded with those and in worst case, slower machines will loose connection or won't catch up. ![]() Simple solutions always have some drawback though: ![]() When players join, they get all the buffered RPCs and can remove the killed enemies, before jumping into the action. The simple solution would be to have a buffered RPC take care of that.
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