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From the network tab of Chrome developer tools:

  AngryBots11.wasm	GET	200	webassembly.org	xhr	UnityLoader.js:187	11.9 MB	54.38 s	GitHub.com	
  AngryBots.mem	GET	404	webassembly.org	xhr	UnityLoader.js:72	5.6 KB	172 ms	GitHub.com	
  AngryBots.memgz	GET	200	webassembly.org	xhr	UnityLoader.js:47	314 KB	1.30 s	GitHub.com	
  AngryBots.wasm.mappedGlobals	GET	200	webassembly.org	xhr	AngryBots.js:279	3.1 KB	250 ms	GitHub.com	
  AngryBots.datagz	GET	200	webassembly.org	xhr	UnityLoader.js:47	36.3 MB	2.9 min	GitHub.com	
  HWStats.cgi	POST	200	stats.unity3d.com	xhr	AngryBots.js:6595	149 B	3.80 s	Apache/2	
Just shy of 50 MB all in all.


Keep in mind this is built in Unity. It's difficult to make even trivial native apps in Unity in less than 25 megs.


The Unity WebGL engine is about 5MB gzipped. You won't get a web export smaller than that, but you shouldn't need 20MB of assets on top of it for a small game either.


For a point of reference, Three.JS's source code hovers around 100KB gzipped, sometimes more, sometimes less. That is a factor of 50x difference.


three.js doesn't have 1/50th the features of unity. three.js is great and ive contributed to it but a game engine is a lot more than just a renderer.




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