Regarding the game logic, the build step has a small JS extractor over QuakeC/progs.dat to generate JSON source facts: states, models, attacks, sounds, etc. The browser runtime is TypeScript and consumes those for Quake-ish gameplay.
436 karma · joined July 19, 2017
Regarding the game logic, the build step has a small JS extractor over QuakeC/progs.dat to generate JSON source facts: states, models, attacks, sounds, etc. The browser runtime is TypeScript and consumes those for Quake-ish gameplay.
For me, the interesting case is smaller low-poly or voxel scenes where loading a full 3D stack may be overkill, and where keeping the scene in DOM/CSS gives you easier integration with normal layout, styling, events, etc. Once you have the HTML, you don't even need to load the library to render a static model.
Also, part of the experiment is testing the browser’s limits and getting a clearer sense of where this approach works, where it breaks down, and what the tradeoffs are.
Cheers!
For me the biggest issue with IE grid is the lack of support for auto-positioning of elements. If you don't rely on that for your design you can support IE10+ pretty well.
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Using a data-attribute is useful when you have overlapping areas, as one cell can't have two names at the same time. It is also essential for naming grid areas support in IE10+.
That being said, we will definitely add naming areas with grid-template-areas in a future version, alongside naming grid lines, which is also very useful for these layouts.