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Actually I'm really excited about wasm and WebGL inside of the browser. One build target to rule them all. But we're still far, far away from utopia.

Unreal and Unity web builds are not production-ready yet. The cross compilation can be brittle, compile time is huge, the resulting assemblies are large and memory consumption is just too high.

This leads to many, many problems, which are hard to diagnose. Getting games to work on mobile browsers consistently is nearly impossible. For example, last time I checked, Chrome on Android disables WebGL by default and limits memory to 64mb.

Unity is working on "Unity Tiny", but it's in alpha state. Frameworks like Three.js are better suited, but more barebones. Still a long way to go...



I think your Android info must be out of date or specific to certain hardware.




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