YellowAfterlife's Comments

  • I wouldn't see WebView2 as too much of a victory at this time - although the bootstrapper is tiny, the user will still have to download those 100MBs on first interaction, and use of evergreen version means that your application may eventually break into pieces once the web standards move on or bugs are introduced to Chromium. As result, I've not seen non-fixed version used in any complex (read: WebGL, WebAudio, Shadow DOM, etc.) applications.

    In what can be seen as comical lack of improvement over the last time GM performance was compared here (was that in 2011?), the post ceases to mention Construct's objective advantages over GM - use for rapid prototyping and the Remote Preview with live reloading (which is something that as of yet takes a $30 asset to somewhat replicate in GM).

  • As it goes with these things, there is always some sort of a catch:

    • Although GML is not very best nor very fastest (VM is just a bytecode interpreter, YYC is AST compiled to variable-typed C++), it does win in size by more than an order of magnitude - a brand new GameMaker game is mere 2.5MB when zipped, while NWJS is 100MB and Electron is only slightly less than that.
    • As andreyin pointed out, C3's reliance on third parties ultimately costs developers a lot when coming to consoles - many stop using C3 for future work.
    • It is not entirely fair to speak of inconsistencies of GML without mentioning the JS type system ('5'+5 vs '5'-5 vs '5'- -5 etc.)
    • Ultimately, to say "you could be using these advanced JS features in a C3 game!" is not unlike "you could be doing unthinkable things by compiling GML from haxe!" - you could, but majority of people won't, as they'd probably just use the language then - without your engine.
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YellowAfterlife

Member since 3 Feb, 2014

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