| |
| ▲ | usrnm 8 hours ago | parent [-] | | Browser engines are probably some of the most optimized pieces of software in existence, so it doesn't surprise me at all. | | |
| ▲ | wiseowise 5 hours ago | parent | next [-] | | Explain this to electron haters. | | |
| ▲ | QuadmasterXLII 4 hours ago | parent | next [-] | | step 1 htop there isnt step 2, explain is over | |
| ▲ | krapp 5 hours ago | parent | prev [-] | | Browser engines are optimized for displaying web pages, not for applications. 60MB+ for a calculator is not optimal. | | |
| ▲ | hu3 4 hours ago | parent [-] | | explain that to my webgl TypeScript browser game running at 180+ FPS while rendering a large RPG tiled world with infinite procedurally JIT generated biomes, with heavy processing delegated to webworkers. | | |
| ▲ | krapp 4 hours ago | parent [-] | | As you aren't posting code or stats I can't say much, but I'd bet a native app would still be smaller and more efficient, since you have to wrap what you're doing in an entire Chromium instance and deal with a web stack designed for documents, which is definitionally less efficient than a native alternative. Tiles aren't exactly cutting edge technology. "Heavy processing delegated to webworkers?" That just sounds like threads but worse. |
|
|
| |
| ▲ | CyberDildonics 4 hours ago | parent | prev [-] | | Love2D uses Luajit and directly calls established game libraries. The CPU usage should be far better for 2D games, luajit is faster than a browser's javascript jit. You can also create single exe games that are a few megabytes and not a few hundred megabytes. |
|
|