Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(2 edits)

That’s indeed weird. I’ve changed nothing tbh since uploading the version 0.0.7 with the Quake demo, apart from adding a GIF preview of E1M1 as you’ve pointed out. 🤔 It may or may not be related to that, but more often than not I’ve seen new browser versions effecting how the engine performs against demanding maps/models with high number of meshes. (My engine is highly dependent on the optimizing performance of the browser JIT compiler it runs on since everything’s done on the CPU with 0 GPU utilization) Did you have a chance to test it out in different browsers, I’m currently getting somewhere between 20 to 30 FPS in Chromium-based browsers.

I tried that car at https://emre-aki.github.io/tmp3d/

It's about 10 fps on this non-gamer 2018 laptop. Try use the option to run the game in a new tab.

And maybe it's worth to look into that js assembler thing:

https://developer.mozilla.org/en-US/docs/WebAssembly

If I remember correctly, it can use the GPU, and do 3D vector calculations in a single processor instruction (like shaders do). Sounds perfect for a software renderer. You might end up faster than webGL.

Also, there seems to be a competition for the keyboard, the game doesn't have full focus. When I press up/down, the page scrolls, despite mouselock. (Pretty scary, watching comments, no mouse^^)

Here's what I do to get forced, exclusive focus, despite itch's messing with the keys handler. I add to the canvas an  onclick handler, that calls a function that will:

var mycanvas=document.getElementById('yourcanvas'); 
mycanvas.setAttribute('tabindex','0'); 
mycanvas.focus();

It could be, that by not having full focus, the thread has a low cpu priority.

Also, have a look at the js error console, there's a bunch of warnings.