And also what have been the challenges of building a game engine to run entirely in the browser? Oh, I think, uh, many challenges. Um, the first challenge was just to be able to like convince people in the first place. Right? Like, when we used to talk about it, like, even, even internally to within our team as well. Uh, there's such a skepticism, right? Like, will you be able to, like, like, is it possible to like, just even do that? So within, within internally as well, uh, you know, lots of self doubts. Um, that is, uh, the first thing.
Second thing is that it's definitely more difficult to build an engine as well as an experience on top from ground up right. Like, uh, when you're, you're using any, uh, any of the established engines, uh, they have like decades of work. So you can, you know, utilize a lot of libraries. You can utilize, uh, a lot of like work done by other people. Um, but what we realized is that once you actually create the framework and the foundations on the web, actually code sharing on the webs, uh, as well as JavaScript side of things is much more open. So, you know, it's very easy for you to like find any shader. Uh, it's very easy to like, you know, find, and there's so much open source stuff on the web. Uh, I think initially it was difficult to like, just get the, in the initial game engine side of things, uh, connected. But after that, we do feel that there's a lot of advantage of building on the web in terms of the open, uh, culture of, of code sharing, which already exists in the web community.
Oh, thank you. I know you talked about how easy it was to bringing your avatars or environments into developers. But I can talk a bit more about, are there any more restrictions on it? Can you bring in any kind of avatars or environments? Yeah. So, uh, I think, uh, the way to, so what we have done is that the restriction is definitely going to be on the client side, uh, because it depends upon, you know, the, the, the computation, the CPU and the GPU load at the end of the day. Right. Um, but in terms of the avatar system, it's. That's a brilliant thing about the avatar system, right? Like you can either using the same file format, you can have a full, uh, high fidelity humanoid avatar, or you could just bring in, you know, any other kind of avatars, uh, with this and that's the beauty of open standards, um, in terms of environments as well. No restrictions as such. Uh, except obviously the restriction, which would be on the client side of as to like how much CPU and the GPU load can be handled. Um, other than that, uh, at this point in time, uh, we, uh, we use three JS as a rendering engine. Uh, but we, we move a lot of our physics calculation to PhysX by NVIDIA, which we have combined to WebAssembly. Um, so we literally at this point are constrained primarily by WebGL, you know, uh, but, uh, as I said, like with WebGPU coming in and with even with WebGL, we try to like optimize as much as possible, uh, to be able to, you know, use the right design patterns for WebGL as well. Um, but, uh, yeah, I, I would say, you know, the only restriction right now would be WebGL other than that. No, no restriction as such. Uh, there are some like browser-based restrictions, which, uh, they are sometimes they're like, for example, sometimes the browsers turn off hardware acceleration or all, but those are settings which can easily be, um, you know, modified by the user at their end. Cool.
Comments