PixelPicoSean Posted March 20, 2018 Share Posted March 20, 2018 Just watched the keynote of Unity on GDC, they said the HTML5 export of flappy bird game made with Unity is 714KB, how is it possible? Quote Link to comment Share on other sites More sharing options...
Milton Posted March 20, 2018 Share Posted March 20, 2018 72K for the compressed 'core' Unity runtime, not the game. That probably doesn't give you much functionality, so if you would want 3d, lighting, etc, you'd need to include extra modules... Quote Link to comment Share on other sites More sharing options...
mazoku Posted March 20, 2018 Share Posted March 20, 2018 Why would you use unity for html5 game? Quote Link to comment Share on other sites More sharing options...
Milton Posted March 20, 2018 Share Posted March 20, 2018 5 minutes ago, mazoku said: Why would you use unity for html5 game? The editor, tooling, cross-platform export etc. Quote Link to comment Share on other sites More sharing options...
PsichiX Posted March 20, 2018 Share Posted March 20, 2018 @mazoku: unity gives better possibilities and easiest start for game devs. Quote Link to comment Share on other sites More sharing options...
PixelPicoSean Posted March 20, 2018 Author Share Posted March 20, 2018 That 72K is not size of the "core", but a complete flappy bird game. So the package already includes 2D and sound support at least, which is already usable for me. The only thing is to find how to integrate JavaScript SDKs. Milton 1 Quote Link to comment Share on other sites More sharing options...
Milton Posted March 20, 2018 Share Posted March 20, 2018 1 hour ago, PixelPicoSean said: That 72K is not size of the "core", but a complete flappy bird game. So the package already includes 2D and sound support at least, which is already usable for me. The only thing is to find how to integrate JavaScript SDKs. Duh, it's the size of the core. Read their blog. They actually say 73K. For web-based deployment, the file size for our compressed core runtime is 73KB Quote Link to comment Share on other sites More sharing options...
MrPancakes Posted March 20, 2018 Share Posted March 20, 2018 10 hours ago, PixelPicoSean said: Just watched the keynote of Unity on GDC, they said the HTML5 export of flappy bird game made with Unity is 72K, how is it possible? just watched the keynote and I am kinda exited, I always loved the Unity platform but hated there giant builds. For anyone interested Quote Link to comment Share on other sites More sharing options...
claydev Posted March 20, 2018 Share Posted March 20, 2018 Wow, great news. I wish Unreal would do the same.. I hope they would after porting their Fortnite to mobile. Quote Link to comment Share on other sites More sharing options...
b10b Posted March 20, 2018 Share Posted March 20, 2018 Did I blink and miss the detail where they explained how the 2.6MB game got shrunk to 714KB? (~1h39m)? 72KB of core engine is certainly possible if the scene graph and interaction listeners are sufficiently basic and ommit WebGL, Audio, non-used helpers etc. But the same would be true of a Non-Unity approach so this isn't an apples to apples comparison. The potential of tooling that can make smart build decisions and provide a wonderful IDE is great news for lite gaming, but Unity please show some detail rather than misleading stats. Quote Link to comment Share on other sites More sharing options...
PixelPicoSean Posted March 20, 2018 Author Share Posted March 20, 2018 They did not explain it at all, but 714KB is acceptable right? 72KB of core might be possible, but to my experience of compiling C++ code into wasm, a fully functional game with WebGL and audio(also includes some cross platform code and framework such like IMGUI) starts from 500KB gzipped or 1100KB uncompressed. 100KB if only use WebGL with nothing else. In my case I don't use STL at all which increases final size significantly. Which means even containers like string, vector and map are my hand coded version. And that is hand written optimized C++ code. As far as I know, it's only possible to use C instead of C++ to reduce the size of generated asm.js/wasm code. Unity's C# to C++ cannot do that much optimize, especially for its huge code base. A friend of mine told me that Unity uses gzip to compress everything and uncompress them at the runtime, maybe there's some black magic. Quote Link to comment Share on other sites More sharing options...
b10b Posted March 21, 2018 Share Posted March 21, 2018 I'm not sure if their playable-ad car demo was wasm oriented - hence the comments about canvas, broad support and cold starts (all valid). If they have now bundled a "lite 2d" subset that zips down to 72KB and includes data-driven behaviors and basic scene graph then that's new and interesting - but 714KB is actually quite bloated for what was shown, and we didn't see a file size for the second puzzler demo that included animations and audio. Keynote claims aside I expect Unity will be a valid mobile browser game dev option soon enough, and given its other benefits that likely warrants further investigation ... Quote Link to comment Share on other sites More sharing options...
claydev Posted March 21, 2018 Share Posted March 21, 2018 Can only wait until there's a fully working demo we can download.. Quote Link to comment Share on other sites More sharing options...
MrPancakes Posted March 21, 2018 Share Posted March 21, 2018 6 hours ago, b10b said: I'm not sure if their playable-ad car demo was wasm oriented - hence the comments about canvas, broad support and cold starts (all valid). If they have now bundled a "lite 2d" subset that zips down to 72KB and includes data-driven behaviors and basic scene graph then that's new and interesting - but 714KB is actually quite bloated for what was shown, and we didn't see a file size for the second puzzler demo that included animations and audio. Keynote claims aside I expect Unity will be a valid mobile browser game dev option soon enough, and given its other benefits that likely warrants further investigation ... 10KB code 72KB core and the rest was game assets so I would assume the bloated part is something the dev will control. Quote Link to comment Share on other sites More sharing options...
MrPancakes Posted March 21, 2018 Share Posted March 21, 2018 Also like to point out that the second demo took 4s - 5s~ to load, the main questions is: was that extra load time all from extra assets or did the core + modules grow a lot when they added things like sound Quote Link to comment Share on other sites More sharing options...
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