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1. timcam+(OP)[view] [source] 2025-12-03 07:11:26
What is the use case for bundling next.js with the web game? Just the layout of the page surrounding the game canvas? It just seems unnecessary, that's all. Traditionally, software development in general and game development in particular has tried to avoid unnecessary overhead if it doesn't provide enough value to the finished product.

It's obvious why he didn't write the game in x86 assembly. It's also obvious why he didn't burn the game to CD-ROM and ship it to toy stores in big box format. Instead he developed it for the web, saving money and shortening the iteration time. The same question could be asked about next.js and especially about taking the time to develop Bun rather than just scrapping next.js for his game and going about his day. It's excellent for him that he did go this route of course, but in my opinion it was a strange path towards building this product.

replies(1): >>johnco+AC1
2. johnco+AC1[view] [source] 2025-12-03 17:31:57
>>timcam+(OP)
Why would he stress about a theoretical inefficiency that has very little effect on the finished product or development process? Especially one that could be rectified in a weekend if needed? The game industry is usually pretty practical about what it focuses on from a performance perspective with good reason. They don’t build games like they’re demosceners min-maxing numbers for fun, and there’s a reason for that.

I also wonder how many people who sing the praises of an HTML file with a script tag hosted by Nginx or whatever have ever built a significant website that way. There’s a lot of frustrating things about the modern JS landscape, but I promise you the end results were not better nor was it easier back before bundlers and React.

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