I like the idea that no plugin/or vm is used, that i can still code lua and all current games could work in the löve webgl webplayer.tsturzl wrote:You're interpreting an interpreted language in an interpreted language. This seems crazy..
I was considering doing a project similar to this, some of the ideas I had are as follows. I'll also list some pros and cons:
Personally I like the idea of love2d for the flash and the JVM a lot. I like your idea, but I see a lot of performance issues..
- Love2D in the cloud. Execute the Lua code on the server, draw to frame buffer, get imageData, send string via HTTP, get and draw imageData with Ajax.
-Super Slow, requires tons of bandwidth, hard on the server.
-Probably just an all around bad idea..
- Plugin, use SELove as an engine for a browser plugin.
-Requires you to install a plugin.
-Possible security flaws. Even in a sandboxed environment.
+Native execution speed.
+A bulk of the work is done, just requires porting.
- Run Lua in the Java VM. (Kahlua implementation)
-/+They did this with Android for love at first, it ran decently. Performance may be an issue at first glance, but you have to realize running Java on a desktop/laptop is going to be much faster.
+ Java is typically already a browser plugin on most computers.
- Java's 2D graphics libraries aren't that great, would be a pain to port to Java. Not to mention that I hate java..
- Adobe Alchemy(C++/C flash compiler), port Love2D to compile in Adobe Alchemy.
+Most people have flash.
+Flash is pretty fast, Alchemy is even faster.
+Flash has a pretty good engine for 2D graphics.
+Box2D has already be ported to Flash.
-Flash is slower than native execution.
-Almost all graphical code will need to be rewritten.
-No support for Shaders, in fact no direct access to underlaying graphics libraries (DX or ogl).
-You're interpreting an interpreter for an interpreted language, with an interpreted language. Sounds painful
-Networking will be pretty difficult...
+Box2D has been ported to jscript.
+HTML5 is the way of the future.
Performance is not a problem of the future. It's only a current temp. problem ;-).
As long as i know NaCl is only free for x86. For ARM it's closed source. So it's also not platform indepandant.slime wrote:Google NaCl! </fanboy>