Comment by Joel_Mckay
Comment by Joel_Mckay 5 days ago
Did a test study in BabylonJS, and generally the subset of compatible features is browser specific.
The good:
1. Blender plugin for baked mesh animation export to stream asset is cool
2. the procedural texture tricks combined with displacement maps mean making reasonable looking in game ocean/water possible with some tweaking
3. adding 2D sprite swap out for distant objects is trivial (think Paper Mario style)
The bad:
1. burns gpu vram far faster than normal engines (dynamic paint bloats up fast when duplicating aliases etc. )
2. JS burns CPU cycles, but the wasm support is reasonable for physics/collision
3. all resources are exposed to end users (expect unsophisticated cheaters/cloners)
The ugly:
1. mobile gpu support on 90% of devices is patchwork
2. baked lighting ymmv (we tinted the gpu smoke VFX to cheat volumetric scattering)
3. in browser games essentially combine the worst aspects of browser memory waste, and security sandbox issues (audio sync is always bad in browser games)
Anecdotally, I would only recommend the engine for server hosted transactional games (i.e. cards or board games could be a good fit.)
Otherwise, if people want something that is performant, and doesn't look awful.... Than just use the Unreal engine, and hire someone that mastered efficient shader tricks. =3
Personaly I have been using babylonJs for five years. And I just love it. For me it's so easy to program ( cleanest API I have ever seen) and my 3D runtime is so light, my demos work fine even on my android phone.