Released Rogue Engine 0.2(rogueengine.io)
rogueengine.io
Released Rogue Engine 0.2
https://www.rogueengine.io/
18 comments
The landing page covers half my screen with cookie legalese.
Why does this page need cookies at all?
I don't want to sign a contract just to read some text.
We don't have a relationship.
Why should I trust you.
Yes it's easy to put all that jibberish on the screen.
Please don't.
It doesn't matter.
I can turn on NoScript and bypass it all anyway.
It's just wasting my time.
And yours.
Good luck.
Why does this page need cookies at all?
I don't want to sign a contract just to read some text.
We don't have a relationship.
Why should I trust you.
Yes it's easy to put all that jibberish on the screen.
Please don't.
It doesn't matter.
I can turn on NoScript and bypass it all anyway.
It's just wasting my time.
And yours.
Good luck.
Thanks for the feedback brudgers. I guess that's the burden of being the cookie monster. I need your cookies... but first I'll legally ask for them.
What do you need my cookies for?
I'm hungry
That's why I don't trust you.
Good relationships are built on trust.
"It is legal" is not.
Good relationships are built on trust.
"It is legal" is not.
That's ok mate. No hard feelings, I'm as light hearted as light hearted gets. You can skip my site. Have a good one!
There’s no ill will here.
Just an example of their cost in time which could be spent on the product.
Assuming the product is not cookies of course.
Which I do.
Because you are not Google.
With the caveat that you don’t provide the same value proposition either.
Just an example of their cost in time which could be spent on the product.
Assuming the product is not cookies of course.
Which I do.
Because you are not Google.
With the caveat that you don’t provide the same value proposition either.
I'm sure there's no ill will. But you are quite rude indeed, and so I chose not to explain myself to you and be on my way with light-hearted humour and a smile as it is my way. That said, there's a button to reject the cookies. I won't force them onto you. Have a good day.
Dude. It's a legal requirement for EU and UK companies. Frankly he's being more responsible than half the stuff that's posted around...
Collecting cookies is not a legal requirement.
Not collecting cookies is the easiest way to comply with the law.
And the easiest way to avoid the liability that comes with collecting cookies.
It's a time sink that is easier to do than the actual work. PG called it "playing house." http://www.paulgraham.com/before.html
Not collecting cookies is the easiest way to comply with the law.
And the easiest way to avoid the liability that comes with collecting cookies.
It's a time sink that is easier to do than the actual work. PG called it "playing house." http://www.paulgraham.com/before.html
Not having cookies on a product like this is putting it at a competitive disadvantage with other products that do. In an idealistic world, cookies and tracking wouldn't be needed but it's 100x better than all the indie projects that don't have the notice but keep the Google tracking. If your honestly so pressed then use noscript. The rest of us deal with the cookie consent because it's better than the alternative of unchecked tracking.
What is the competitive advantage?
Why would I use this instead of Unity, as it can also output HTML5/WebAssembly/WebGL?
Hello there! Thanks for stopping by.
There's various reasons for that. First and foremost, the Unity export for the web is quite bloated and very limited. You would use this for the same reasons you'd choose three.js or Babylon.js which are meant for the web.
This is basically an editor for three.js. It provides a framework which simplifies most of the boilerplate and turns three.js into a Unity-like experience with components, prefabs, marketplace, etc.
If you are a web developer, you'd prefer something like this where you can use NPM, Typescript/Javascript and VSCode. If you're a Unity developer wishing to do some WebGL in a web environment most of your skills are easily transferable.
If you're a company building 3D apps/games for the web, it's a lot easier to find and train Javascript/Typescript developers than C# Unity3D developers.
So basically: Multiplatform, meant for the web, familiar environment for web and unty devs, cost efficient and a decade worth of three.js resources along with a big a vibrant dev community.
As a bonus, this is in early development, you can hop on Discord and be a part of the process. I'm always there to assist everyone to the best of my ability.
All the best, and I hope to see you around.
There's various reasons for that. First and foremost, the Unity export for the web is quite bloated and very limited. You would use this for the same reasons you'd choose three.js or Babylon.js which are meant for the web.
This is basically an editor for three.js. It provides a framework which simplifies most of the boilerplate and turns three.js into a Unity-like experience with components, prefabs, marketplace, etc.
If you are a web developer, you'd prefer something like this where you can use NPM, Typescript/Javascript and VSCode. If you're a Unity developer wishing to do some WebGL in a web environment most of your skills are easily transferable.
If you're a company building 3D apps/games for the web, it's a lot easier to find and train Javascript/Typescript developers than C# Unity3D developers.
So basically: Multiplatform, meant for the web, familiar environment for web and unty devs, cost efficient and a decade worth of three.js resources along with a big a vibrant dev community.
As a bonus, this is in early development, you can hop on Discord and be a part of the process. I'm always there to assist everyone to the best of my ability.
All the best, and I hope to see you around.
Thanks for the reply!
> Unity export for the web is quite bloated and very limited
In my experience this is not true at all, as Unity exports in WebAssembly so the final delivery is well under 1MB, which makes it probably smaller than three.js alone.
> If you are a web developer, you'd prefer something like this where you can use NPM, Typescript/Javascript and VSCode
This makes sense, taping into the JS ecosystem. Doesn't that work in Unity too (using external JS libraries or npm packages), since it supports JS?
I am not really familiar with Unity, but when I create games I use Pixi.js and no editor. I tried creating a small game in Unity and I was impressed by the default performance and reduced executable (WASM) size.
> Unity export for the web is quite bloated and very limited
In my experience this is not true at all, as Unity exports in WebAssembly so the final delivery is well under 1MB, which makes it probably smaller than three.js alone.
> If you are a web developer, you'd prefer something like this where you can use NPM, Typescript/Javascript and VSCode
This makes sense, taping into the JS ecosystem. Doesn't that work in Unity too (using external JS libraries or npm packages), since it supports JS?
I am not really familiar with Unity, but when I create games I use Pixi.js and no editor. I tried creating a small game in Unity and I was impressed by the default performance and reduced executable (WASM) size.
Hey that's no problem! Thanks for coming back.
Let me start with the second one first:
> Doesn't that work in Unity too (using external JS libraries or npm packages), since it supports JS?
Unity used to have some kind of ecmascript implementation that reminded a bit of TS. It was called UnityScript but everyone called it JS even though it was not even similar.
It has not been supported for a few years now.
> In my experience this is not true at all, as Unity exports in WebAssembly so the final delivery is well under 1MB, which makes it probably smaller than three.js alone.
This has definitely not been my experience provided I last tried anything mid last year. The moment your project starts getting relatively big so do your builds and it can get messy. Let's not even go into mobile support for WebGL.
WebGL is a great way to skip marketplaces. Here's a Game made with Rogue Engine you can try on your mobile browser. It uses HTML Elements for the UI. You could potentially use React Vue.js or svelte even since you have control over your environment.
https://rogueengine.io/rogue-examples/RogueSpaceShooter/
Here's the source code:
https://github.com/BeardScript/RogueSpaceShooter
That said, this is not trying to be "better than Unity" because that's not a realistic angle.
It's a light-weight solution designed for web development specifically. You're not even forced a physics engine. You're free to integrate with Ammo.js wasm build or cannon.
So you might notice that it's mostly focused on devs for now. The addition of the Marketplace is a bet on creating an ecosystem that will make it easier for non-devs to use it as a no-code tool in the future, by using paid or free plugins.
If you're a dev, designer, modeler, etc, the Marketplace there's an opportunity to have your assets and plugins published there before anyone else as well.
Sorry about the length of this!
Cheers!
Let me start with the second one first:
> Doesn't that work in Unity too (using external JS libraries or npm packages), since it supports JS?
Unity used to have some kind of ecmascript implementation that reminded a bit of TS. It was called UnityScript but everyone called it JS even though it was not even similar.
It has not been supported for a few years now.
> In my experience this is not true at all, as Unity exports in WebAssembly so the final delivery is well under 1MB, which makes it probably smaller than three.js alone.
This has definitely not been my experience provided I last tried anything mid last year. The moment your project starts getting relatively big so do your builds and it can get messy. Let's not even go into mobile support for WebGL.
WebGL is a great way to skip marketplaces. Here's a Game made with Rogue Engine you can try on your mobile browser. It uses HTML Elements for the UI. You could potentially use React Vue.js or svelte even since you have control over your environment.
https://rogueengine.io/rogue-examples/RogueSpaceShooter/
Here's the source code:
https://github.com/BeardScript/RogueSpaceShooter
That said, this is not trying to be "better than Unity" because that's not a realistic angle.
It's a light-weight solution designed for web development specifically. You're not even forced a physics engine. You're free to integrate with Ammo.js wasm build or cannon.
So you might notice that it's mostly focused on devs for now. The addition of the Marketplace is a bet on creating an ecosystem that will make it easier for non-devs to use it as a no-code tool in the future, by using paid or free plugins.
If you're a dev, designer, modeler, etc, the Marketplace there's an opportunity to have your assets and plugins published there before anyone else as well.
Sorry about the length of this!
Cheers!
Bit of a disclaimer here:
The game I'm showing you there is a build created with an older version of the engine. The latest one is even smaller and more performant.
The game I'm showing you there is a build created with an older version of the engine. The latest one is even smaller and more performant.
Rogue Engine is an HTML5 Game Engine that provides a Unity-like environment to create games and apps that are native to the browser.
I've released version 0.2 with some awesome new features including:
- LAN player to play the scene you're building on any device in your local network. - Marketplace to sell/buy game assets, re-usable components and plugins. - Theme Editor.
I'm executing at a fast pace and I'll be adding a lot more features before 0.3
I run a small community on Discord where I keep people updated and provide assistance:
https://discord.gg/PnxAsck
You can also get in touch with me on Twitter:
https://twitter.com/BeardScript
Cheers!