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Limitations of HTML5 games (using Pixi)


systemx17
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When I first came into contact with Pixi, I was like "Yes! An easy way to create games without learning too much". I was also able to write my own wrapper to run the game from a very basic web service in a local desktop application in Windows.

 

I am concerned however that the power of HTML5 games my be a bit more restricted than what I first thought. My computer is quite fast, I can run most games released in the last 2 years on max graphics and still maintain 60 fps. I have still only experimented with the basics of this, but wanted to see if anyone can save me a lot of research time.

 

So my questions are: Are HTML5 games (using Pixi) capable of running as full screen games for desktop at a reasonable speed compared to desktop specific games? What are the limitations? Even though an HTML5 game can not interact with the graphics card on a computer outside of what a web browser feeds it, is there any way to open up the computer's full resources through any existing wrappers or something similar?

 

Thanks for your time reading this and I appreciate any feedback.

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So my questions are: Are HTML5 games (using Pixi) capable of running as full screen games for desktop at a reasonable speed compared to desktop specific games? 

You're always going to be hitting a low-performance ceiling with HTML5.

In general, I would suggest that you only consider using HTML5 to make games if your target platform is the web, exclusively.

If it's desktop or mobile, use Unity.

Unity's performance is orders of magnitude greater than even the highest performing HTML5 games.

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