If you want to know when/if I realise any of those features, I send a newsletter every friday with what's new:
https://polygonjs.com/newsletterAnd the type of project you're describing isn't my personal interest, so no need to share it with me. But I'm curious about tools you've used to control memory with just javascript. I know there are extensions or browser flags you can toggle on, but those still seemed cumbersome. That was one of the main reason that motivated the rewrite, and I find it a relief that I can now detect memory leaks in the test suite, or have an easy way to have arenas (and arenas of arenas) so many objects can be freed/recycled very quickly.
So if you have a good way to control/manage memory in js, I'd be curious to hear.
And you mention "webgpu webxr" as if those worked together, but isn't webxr completely decorrelated from the render api? Or do you mean threejs implementation where those might be intertwined? I assumed webxr would work equally well under webgl or webgpu, since my understanding is that it mostly provides camera projection matrices and ray hit functions. But it could be that my knowledge is out of date, since I haven't touched webxr in the last 2 years.
> But as my game’s story has increased to be hours long
For those situations, on most projects I work on, I create a specific control node, which allows changing the state to predefined scenarii, or saving your current state. This requires the SDK for now unfortunately. But this can then be used with or without the editor, and allows you to quickly change from one state to a completely different one with 1 click or hotkey. I found that's the kind of technique that replaced hot reload for me. This made sure that only the state is updated, which limits the chance of bugs due to side-effects. Now that I write this, I realise this needs a proper documentation, I'll work on that.
And the type of project you're describing isn't my personal interest, so no need to share it with me. But I'm curious about tools you've used to control memory with just javascript. I know there are extensions or browser flags you can toggle on, but those still seemed cumbersome. That was one of the main reason that motivated the rewrite, and I find it a relief that I can now detect memory leaks in the test suite, or have an easy way to have arenas (and arenas of arenas) so many objects can be freed/recycled very quickly.
So if you have a good way to control/manage memory in js, I'd be curious to hear.
And you mention "webgpu webxr" as if those worked together, but isn't webxr completely decorrelated from the render api? Or do you mean threejs implementation where those might be intertwined? I assumed webxr would work equally well under webgl or webgpu, since my understanding is that it mostly provides camera projection matrices and ray hit functions. But it could be that my knowledge is out of date, since I haven't touched webxr in the last 2 years.
> But as my game’s story has increased to be hours long
For those situations, on most projects I work on, I create a specific control node, which allows changing the state to predefined scenarii, or saving your current state. This requires the SDK for now unfortunately. But this can then be used with or without the editor, and allows you to quickly change from one state to a completely different one with 1 click or hotkey. I found that's the kind of technique that replaced hot reload for me. This made sure that only the state is updated, which limits the chance of bugs due to side-effects. Now that I write this, I realise this needs a proper documentation, I'll work on that.