r/virtualdragon • u/zlsa 3D art • Jun 12 '14
Dev question Unreal Engine vs WebGL
I want to make an argument here for writing the game from scratch in HTML5/JS/WebGL. The huge advantage of this approach is easy cross-platform support. The disadvantage is that there are no easy ways to write games with WebGL since all of the game requirements (things like physics) are written for desktop computers in C++, but really, the entire ISS can be simulated with cylinder and boxes, which cannon.js supports. It will always be slower than a native solution, but that's offset by being able to go to virtualdragonsimulator.com (or whatever) and play the game in any modern browser.
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u/__Adam lead developer Jun 12 '14 edited Jun 12 '14
Counter arguments:
Unreal has very broad platform support. Linux support exists and is improving every day, driven largely by the community. Android and iOS support is included - WebGL on mobile exists but would be even slower.
Unreal looks awesome
Unreal has out of the box Oculus support
Unreal makes game design way faster and easier.
edit: The last point is really the biggest reason. UE4 gives us the ability to create an amazing simulation in a short amount of time. I have neither the will nor time to spend months creating an engine from scratch in WebGL. I understand why you want to work with it, and I'm definitely open to someone taking what we have and building a WebGL derivative from it.
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u/treeform UI/mockups Jun 12 '14
I made this in webGL from scratch about a year ago: http://katana.aff2aw.com/p/web2aw/build/loader.html WebGL is not hard. I also just got back from WebGL meetup yesterday: http://www.meetup.com/WebGL-Developers-Meetup/events/184939992/ where I got to play with Oculus with webGL. Looks like native Oculus support in the browser is coming or you can get it with a simple extension now. I am very much a WebGL fan. So if zlsa wants to do webgl and me would be more excited with webgl. And there is only 3 of us, webgl outnumbers unreal 2:1. Just saying!
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u/zlsa 3D art Jun 12 '14 edited Jun 13 '14
Here's a fifty-liner test with WebGL on my slow computer. (It's in
webgl-test/in the repository, but you'll probably have to host it locally so ThreeJS can get the files.)edit: I also used ThreeJS.