Why would a regular React site be so huge?
Maybe they had bundled fonts and images.
The bundle is just the lib plus your files minified.
You want to bundle vs hitting dozens of requests just to get files.
It’s not like React/webpack is a black box doing things I don’t know or want.
Performance: I challenge you to build a complex 3D game in vanilla threejs vs using r3f. useFrame alone is worth it
What a joke of challenge, there is still no browser 3D game that is a match to Infinity Blade, that Apple used to demo OpenGL ES 3.0 hardware in 2011.
Anyone serious about 3D gaming on the Web has to do streaming.
https://playcanv.as/p/MflWvdTW/
This isn't new at all, just one of the first things I found by googling "webgl demo."
WebGPU of course goes even further.
I think the real gap is just that people by-and-large aren't building real games on top of Safari. It's more lucrative to use the app store with its low-friction payment system.
At the same level, as a commercial game, not a tech demo scene.
I made a project a while back to port Minecraft's desktop version to the web and it runs decently-ish on a good computer with WebGPU (but takes a really long time to load)
[1]: https://owlcraft.raymondjxu.net
Which, again, aren't Infinity Blade graphics.
Kudos on the work though.
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This was functionally enabled by default by Minecraft being java, including the part where it was popularized by a java applet of a very early version.
That ran well back in 2012 on shit hardware.
There are business-level issues with web based AAA games, as I was alluding to before. Apple has a two-click payment system. If you failed a Candy Crush level and you needed to get up from the couch and get your credit card out of your wallet to buy more turns, no one would ever do it.
One thing doesn't prevent the other, yet most Web 3D is hardly any better than Flash games, with worse tooling.
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ES 2.0
Correct, my mistake.
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Prove that I was the one down voting before writing such shitty reply!