This is completely out of touch with my worldview. I've lived in and around London my whole life and, while "see it say it sorted" is a common joke, I've never once heard someone say they dislike them
"Web libraries (react, etc)" are just using HTML and CSS / the standard DOM for rendering instead of Canvas. You don't need to use any "library" to render in that way, it's built into the browser.
My most recent web game uses both standard DOM and Canvas for rendering different parts of the UI and text, and both look equally good to me. You do have to have set up the Canvas rendering correctly, especially for sharper displays like Apple Retina displays with higher pixel densities, but when done properly it looks very sharp and has no issue IMO.
As long as you don't read your writes and use transform for animations it won't cost you more than 0.5ms to 1ms per frame (could it be better? Sure. But developer productivity is important.)
I use react in my game platform bloxd.io - which I work full time on - and I couldn't be happier
Just took at look a bloxd. Pretty cool! I want to make my own io game. I think the browser game market is under served as far as quality games are concerned, and doesn’t seem saturated compared to all the other platforms.
Would you be able to give any advice on netcode/multiplayer solutions? I like working with low level rendering libraries (canvas, Kha/Haxe) but I am wondering if it is better to use an engine versus libraries, or even just rolling my own solution with web sockets?
no need to roll your own solution. If you want to ship a game, go high level :D
For web native rendering pixijs is good for 2d (and phaser is good also a good entry level). For 3d theres threejs/babylonjs.
There's also unity, which some browser games use but it has downsides on web (large build sizes for one)
None of the networking solutions will give you unreal engine netcode developer productivity (and that includes ones for unity). I use colyseus, it doesnt solve everything but will save you some work
Re saturation, it definitely depends on the genre, web is its own market. What type of game are you thinking of making?
yes, I was responding to the concept of a down round in general and explicitly noted that in this case, the company was worth less than what the people invested.
This isn't true! I've encountered many bugs in safari (fullscreen pointer lock not working on most html elements comes to mind), and they certainly do not value quality.
It's not important to me that your job is easier. I'm a dev and I deal with hard shit 5 days out of the week. My users don't give fk about that, they only care that my product works on their phone.
This just isn't true! There are so many features that have not been supported long after other browsers implemented them (webgl 2 comes to mind, though that is finally available - 4% of global web users still don't have support due to this, though!)
Exactly:
Install Prompts - 7 Years.
Fullscreen API - 11 Years.
Push API - 7 Years.
Badging - 5 years.
Screen Orientation Lock - 11 years.
Bluetooth - 5 years.
"A native app would do just fine", why would we want to build a native app using proprietary tech, be forced to go through an app store, risk to be turn down by Apple and be taxed 30% of our revenue otherwise? All this when we can build web apps using open standards, working on all platforms and without being extorted by a giant abusive conglomerate?
You would want to because you want access to Apple's customers. Also, your example doesn't sound like it'd hold up to real world practice. If you're selling someone proprietary tech then your revenue isn't subject to 30% of Apple's fee. Only the software portion done through the app is. You obviously have a motivated buyer at this point if they bought a physical device. You could route them to a website to create an account, sign up for any subscriptions and launch the startup process that eventually has them install your native app. You want what you want, but you describe hyperbole. Plenty of apps have users manage subscriptions on a website, not on native apps.
It's not just regex, it's a long list of features and bugs. The OP was simply giving an example. I've encountered many time-wasting bugs on safari in the past, which have simply been open for several years.
Music to my ears - from my own experience, safari is a pain to deal with. I've run into many bugs that haven't been fixed for years, and they've lagged behind in implementing standards like WebGL 2.
Hopefully this will force them to invest more resources into safari and webkit
It's actually already happening. Since the CMA started investigating around October last year, Apple has issued more than 70 job listings for WebKit, at least half of which have already been filled.
They also have significantly increased their release cycles, and released a number of bug fixes and new features. They still have a long way to go to fix the huge number of bugs WebKit's been rigged with for years, and to catch up with other engines in terms of functionality, but it's encouraging.
It seems like Apple acknowledged regulation is coming and they can't stop it.