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5

Emscripten can be used to port C++ applications to javascript. It was able to succesfully make the Unreal 3 engine run in a web browser. It works best in browsers which support asm.js, an optimization-friendly subset of the Javascript language which can reach performance comparable to native code.


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pepper.js allows you to write C++ code and then deploy directly as: Machine code via PNaCl for higher performance, currently only supported by Chrome. Javascript via Emscripten for maximum reach. From the project page: pepper.js is a JavaScript library that enables the compilation of native Pepper applications into JavaScript using Emscripten. ...


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Emscripten is the best way to do this as of today. It can compile pure C++ code into a subset of JavaScript called asm.js which is very efficient and can be even further optimized. As of today only Firefox has explicit optimizations for asm.js, but the compiled code will run (quite well) on every major up-to-date browser (even IE!) and can be used in the ...


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No, Corona does not build for web platforms.


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WASD is viable because for the best player experience the client (the browser) should be simulating actions based on inputs at the same time the server is verifying inputs as valid and sends you appropriate data back. To put it in perspective, if you are playing a game and we figure on average it takes 100ms (arbitrarily picked this number - no real ...


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When you are OK with excluding Internet Explorer 9 and below, you might consider to use WebSockets instead of AJAX. It is much more suitable for real-time games. You do not need to notify the server every tick which key the user is holding down. It's enough to tell the server when the user starts pressing it and when the user is releasing it. The ...


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Found a solution so to use the same code for both Windows and Web Player deployment (disclamer: I'm just reading these XML files): you can put the XMLs in the Resources located into the Project Assets folder. This basically tells to Unity to keep these files into the final build and you can load them at runtime using (in case of xmls for example): ...


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You've confused the assets with client-side data storage. You can load assets using normal HTTP requests that the browser makes. These are subject to normal HTTP rules about caching, expiring and conditional requests. If you have 800M of asset data, you definitely need to do this. There is no limit to how many assets you can load in the "normal" way (these ...



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