On Sun, Mar 10, 2019 at 5:17 AM Floh <[email protected]> wrote: > IMHO the most important problem (before all the others) is how do you get > all that data into your game. Current PC/console games are usually > downloaded and installed upfront before you can start playing. This is a > problem for web platforms, you don't want to let the player wait for half > an hour or longer before he can start playing, and the browser doesn't > allow to store many gigabytes as persistent storage anyway. > > Unfortunately most games engines are built around the idea that asset data > is downloaded is big blobs, and stored in a persistent location (of the big > ones, Unity may be the best fit because it has a long history on the web). > > I've been implementing on-demand-streaming of asset data in the past a > couple of times. > > It works quite well *if the whole ending *and* all games built with this > engine are designed around the idea of on-demand-data-streaming. The core > problem basically moves from "how much data do we need for the next > level/region" to "how much *new* data can we stream per second" (and thus > present to the user). Download bandwidth dictates everything you can do in > the game, but if your game is built around the idea that you can only > present as much new (uncached) data to the user as bandwidth allows, the > overall asset size of the game can be basically infinite. > > Another advantage is that player don't need to download data they will > never see. Most players only ever see 10% of a game until they move on to > another game. Why download 100% of the data upfront if only 10% are needed? > > TL;DR: design your game engine's asset loading strategy the same way > Google Earth does it. > > Second Life is another example of asset streaming that could work well on the Web.
The other problems are less of technical nature I think, but marketing and > monetization. How do you sell an AAA game on the web? How do you advertize > it? Do you need copy-protection? If yes, how would this be implemented? > > That's why I think the open web also needs a new type of game, typical > console-AAA games are not a good both for technical and non-technical > reasons. Some variant of the current F2P client/server model (give away the > client for free and control the server), basically "up-ported" mobile > games, not "down-ported AAA games". > > Cheers, > -Floh. > > On Sunday, 10 March 2019 07:51:30 UTC+1, [email protected] > wrote: >> >> Just curious if it's currently too early to deploy console-quality PC >> games to the web using wasm? Seems like multithreading and wasm-64 will >> bring about the biggest improvements in this regard. >> > -- > You received this message because you are subscribed to the Google Groups > "emscripten-discuss" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to [email protected]. > For more options, visit https://groups.google.com/d/optout. > -- You received this message because you are subscribed to the Google Groups "emscripten-discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/d/optout.
