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Not Basic, not Java, not C, not C#, not C++. If you want some proof, take a look at Greensock's video - CSS performance - the untold story.Īlso, no mainstream programming language has ever been made to handle games. CSS is good for drawing initial shapes, but CSS animations use so much CPU compared to Javascript animations that CSS is only useful for event based websites. Javascript animations are considerably faster than CSS animations. It's a difference between MV costing 74€ and 100€ or maybe more.Ĭlick to expand.I would not speak about HTML and CSS being better than Javascript. They are MIT License/open source engines that were used to build the appropriate RPG makers on. Why do I say it: Neither PIXI nor RGSS have been developed by Kadokawa. These plugins have been developed by someone, true, but the fact that they are there really helps web developers. WebAudio and plugins handling WebAudio natively. It also, thanks to its popularity, has tools that allow for easier development. It allows WebGL accelerated rendering, which passes stuff along to GPU. Most importantly though, it does not have cross platform support. Limited support of 3rd party tools is just the icing on the cake. It also has no native 3D support and no support for GPU accelerated graphics as well. However, RGSS handles everything via CPU, including graphics rendering, has limited resolution support and as a bonus supports only 3 layers of tilemap. Kinda like HTML itself now that I've thought about it, but even with HTML the situation is better.Īnd because it's such a mess it is so slow even with things like V8 engine. Originally it was built to do stuff that are now handled with CSS such as changing color/image of a link when hovered or making stuff move on the page (or titlebar/status bar, I'm talking of course about JS scrollers). In part because of constructs like = and the need for the interpreter to discern between =, = and = (and remember, there can be any number of whitespace characters between each of the = symbols), but mostly because JS was never built to handle such applications - over the years it became a huge kludge of code and (often conflicting) standards. Even with V8 JS engine it's still a very slow scripting language. I'd very much prefer it being LGSS (Lua Game Scripting System) because Lua (and especially LuaJIT) is much faster and easier to learn, but conceptually there was nothing wrong with RGSS. There was, in fact, nothing wrong with RGSS, especially the iteration used in VXAce which almost brought it on par in terms of performance in event code with 2k3. The correct way would be to wait until WebAssembly becomes a standard or just use asm.js to recompile engine for web targets, using native code for the desktop/mobile ones. Audio issues are one thing and another is memory consumption and the CPU usage of the even simple video sites that use a HTML5 player. Look, I know HTML5 and JS is cool and trendy, but it isn't a best choice for a game engine. Battle system has nothing to do with the autotile format which is what this thread is about.