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.
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.
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.
Optimized abstraction layer is still an abstraction layer. The web is like two or three of those.
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.
Explain this to electron haters.
step 1 htop
there isnt step 2, explain is over
Browser engines are optimized for displaying web pages, not for applications.
60MB+ for a calculator is not optimal.
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.
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.
yep, native is faster for sure.
but webgl + web workers is good enough these days.
I can't share code sorry, the project got big and I have commercial plans.
But you can tell Gemini 3.1, Opus 4.6 or GPT 5.4 High to generate a demo and they do a decent job most of the times.
that's how I got started, seeing how it was possible to have good game performance with multi threaded workloads on a browser.
Nobody ever said in the thread that web is the most efficient platform, stop with your “designed for documents” trauma already.
Meanwhile that same computer could probably run Counter Strike at 400 FPS.