xymeng's webgl cross-compile
Wed, 2012-08-01 13:32 — nemo
xymeng's made a lot of progress on cross-compiling hedgewars to the web using emscripten. This is one of the latest builds. (note, this is the actual game playing in your web browser, not a video. it does require webgl) Oh. And yes, fullscreen doesn't resize the game window yet. That needs work. And yes, it should play smoothly at much larger dimensions, I just wanted it to fit in our tiny post area. [ NOTE. I've disabled this since there is an improved version now ]
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bombjack
WOW!
Great progress.
A tad bit slow, but great.
Works better on Firefox than on Chrome for me. (Win7 64)
nemo
Performance does vary in browsers, but it does seem to manage 30fps in most machines which would be about the minimum for smooth play.
On my machine personally, Firefox managed a smooth, consistent, 37fps. Chrome hit 60fps, but often stuttered and froze to 15-20fps.
There are still things that could be done to optimise it of course, but it is pretty close nonetheless.
Stepik
Looks great!
For me it varies from 12 to 28 fps in Firefox and it doesn't work in Chrome, it only shows this text:
glum reaper
It works fine for me on Chrome, although it does seem the framerate is rather inconsistent (Anything from 7 to 60 fps). Also I agree that it seems be slightly smoother on Firefox.
nemo
For the Linux users out there, I also noticed that my frame rate in Firefox significantly improved when using layers.acceleration.force-enabled;true in about:config
Before layer acceleration - 25fps. After - 38fps.
However, it was still a smooth 25fps w/o the freezing that Chrome was doing.
This was with a Nightly firefox admittedly, and just today layers acceleration broken on my machine, so I had to revert to:
http://ftp.mozilla.org/pub/mozilla.org/firefox/nightly/2012/08/2012-08-01-03-05-20-mozilla-central/
Oh. Also, I experimented w/ reduceQuality. Animations were snappier in Firefox (stayed smooth) and FPS jumped to high 40s.
I haven't experimented w/ which reduceQuality options much to figure out what makes the most difference, but presumably killing flakes saves some CPU/rendering, and blurry land would cut down on the draws/vid mem some.
Star and Moon
It froze my browser
nemo
One possibility is that he set the initial memory used by the demo at 192MiB.
Add to that the other memory arrays and possibly shared mem w/ gfx card, and a wimpy machine that maybe was running a bunch of other stuff would be struggling.
We don't actually need that much memory though. So could try trimming it back.
Next time you're on IRC I'll have to ask you to test one w/ less memory and RQ enabled.
Of course it could just be a gfx driver bug I suppose.
Star and Moon
Yeah, it's probably my old machine...
I tried it again just to make sure and this time it just doesn't load, it sits there with a black screen.
iiiGerardoiii
holy sheep this is friggin incredible!!
excellent job guys!
kai55
sounds kool but it wont go on my computer. if i coud see it i think it would be kool
kai55
i do sit there with a black screen.
Dark Spyro
I don't understand what you talking about?
Dark Spyro
Holy Shit. Nice