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.
>>
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