I thought your whole point was that everyone already has a stable browser, and shipping games as some bare metal or in some half bare metal form is really the developers imposition if the game could have just as well run in a browser.
I thought your whole point was that everyone already has a stable browser, and shipping games as some bare metal or in some half bare metal form is really the developers imposition if the game could have just as well run in a browser.
From the Godot download page:
"Godot is currently not code-signed for macOS. See the last section of this page for instructions on allowing Godot to run anyway. Alternatively, you can install Godot from Steam to work around this." So what does that leave, Windows and Linux on x86-64?
Isn't this the kind unjustified hoops that Jonathan is criticizing, that people criticize Apple for not making it viable for a clearly legitimate OSS project to have to deal with? It definitely isn't something that would make me confident recommending a middle school game programming class to depend on working one semester to the next.
You've decided to take one of those options and attribute a bunch of arguments to me I've never ever uttered.
I still don't think you've addressed my core point, and it's quite probable I wasn't clear enough to make that possible.
My white pixel example was referencing the talk, where I interpreted Jonathan saying almost verbatim about the barriers to just lighting up a single pixel on a modern computer. I made the assumption that everything he opines on publicly is in the context of him making games.
Is this whole stack overflow thread just a bunch of masochistic programmers, or is it needly complex to achieve consensus on how to plot a pixel in a browser canvas? I'll take responsibility for begging the question in jest. https://stackoverflow.com/questions/4899799/whats-the-best-w...
If one wants to start the game they are going to make in the same engine the are going to finish making it in, for most people, unity is going to be worth the gigabyte download. If you just want to teach kids html/css, the server stack in python, and how to change the color of one pixel in the browser is lesson one day one on a raspberry pi, fantastic. If one wants to write a mario clone and ship it in electron, bravo.
I actually did this whilst playing about with Zig a while ago. I made an offscreen buffer, rendered pixels to a frame buffer array in WASM and then copied them into the offscreen buffer. Not going to win speed awards but it worked, was fast enough and was super simple. Also it meant I could scale the canvas to scale my image. This was for a very small screen representing windows in a building. My proof of concept was approximately 30 lines of JS and the same again in Zig. Most of the latter is type definitions.
Although given that Canvas is supposed to be a friendly abstraction it definitely feels like a weird oversight. Personally for pixel sized things I love PICO-8.