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1. mock-p+(OP)[view] [source] 2025-12-03 03:24:26
Most people use what they know. You start out that way, and if it turns out to be good, you can always do a v2
replies(1): >>notnul+S
2. notnul+S[view] [source] 2025-12-03 03:33:33
>>mock-p+(OP)
Yes, but there are obvious limits to that. This is like someone who knows how to bake wanting to build a car, so they start making it out of dough.
replies(1): >>somegu+Al1
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3. somegu+Al1[view] [source] [discussion] 2025-12-03 14:50:28
>>notnul+S
That is not a good analogy. Games are built using programming languages. JavaScript is a programming language. Cars are built using metals (usually steel). A better analogy would be like trying to build a car out of iron, a really heavy metal. Since js/node is very resource heavy requiring transpilation/etc…
replies(1): >>notnul+6K5
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4. notnul+6K5[view] [source] [discussion] 2025-12-04 19:50:20
>>somegu+Al1
It's not a perfect analogy, but none of my comments are directed at the use of JS for a game, it's a fine choice. It's the use of Next.js that's the issue, it's a framework for server side rendering of HTML. It serves no benefit if your goal is to make a 3D game, it only adds overhead. If he had not been using it he would have realised there's a few bundlers out there that are far better than what Next.js dev server provided at the time.
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