hallsofvallhalla wrote:Use Unity if you do not have a specific need for using javascript. Then deploy on any platform.
Just curious though, what if engine A can port to say windows, HTML5, and Mac for example. Let's say the mac port ability is trash, it has lots of problems, memory leaks, etc. but the HTML5 port of this so called engine A is perfect. Can I use the HTML5 port and make it a stand-alone native app for the Mac itself and forget the built-in Mac port?
When I say 'can I', I mean.. is it doable for one person without having to redo a huge part of the HTML5 source?
a_bertrand wrote:HTML5 offers a few advantages over traditional C/C++ or other technologies: it's truly platform independent as the browser makes the abstraction for you. Also a lot of features like rendering and layout is simplified (not fully solved but simplified).
Speed today is not bad, I mean, sure it is not pure assembler and it will never be, but you can get great results with this technology. Even with my own engine as test bed, I can tell you that reaching 60FPS for all the operation done behind is nothing short of amazing. Should I do it in .NET I would not get much better performances.
With Cordova for example you can build iOS or Android apps out of your HTML5 app. I use it again with my engine to let you produce standalone APP out of your games. Speed wise if you use the latest API is again nothing short of amazing. You could still keep the 60 FPS.
For the standalone EXE, well, this is another cool trick. Beside publishing to steam, using nw.js you can create great software which would run on any platform supported by nw.js (Windows, OSX, Linux). Visual Studio Code uses that for example, and I plan to use it as well to offer standalone experiences, allowing you to work offline and have a few other goodies like drag drop with your OS.
The first things you should understand when developing with HTML5 in a more traditional way, is that as soon as you deploy your update to the server people will be able to use it. No need to re-install or upgrade local copies. In a corporate environment this is of high value, like for us we have more than 3000 computers, keeping them in sync is a huge work and can break things. If your soft runs within the browser all this is done for free. For a game the same apply, if you get the latest version just by reloading the page you will be much faster to deploy new versions and your players can enjoy basically a new release every day.
Is HTML5 the answer to all? Certainly not. But as I focus myself to mainly web development, having all those options are great to me.
Very nice explanation

. Yeah I see the future of HTML5 applications is really really promising. But I think not for games.. Are you sure with the performance estimation you're making? (IDK, I haven't tested it yet) but I think it sucks balls for lower end PCs compared to native apps..
Also, another noob question, if engine B says it can port to Ubuntu, does it mean it can port to all Linux distros, or just to Ubuntu and not any other Linux distros too?
If in the end it only supports ubuntu.. Are there workarounds to make it support all the linux distros?
I might be missing a lot of concepts of basic operating system here, but just bear with me here..
