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Packaging
kripken edited this page Aug 26, 2012
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- Art assets will be preloaded using emscripten's
--preload-file
option, to avoid download issues with synchronous XHRs etc. - LZMA will be used to compress the HTTP downloads using lzma.js and emscripten's
--compression
option. - Update: This was determined to be unnecessary. Textures are compressed with crunch, map files with gzip (both decompressed in web workers during startup), and the web server should optimally provide gzip for all downloads. LZMA is better, but just not worth the decompression time.
- We should have scripts that easily package the game code + preloading of general assets and a specific map into an HTML file. All such builds will use the same simple HTML wrapper.
- It won't matter for development, but for the final game we want to cache both the compressed game code and compressed assets in IndexedDB, using a simple versioning system (probably by name).