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PostPosted: Thu Oct 27, 2011 11:49 am 
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So 'Alliance: the silent war' is made with the ogre engine (according to http://www.ogre3d.org/tikiwiki/Projects ... OGRE#Games). Which has has been ported to Google's new technology, native client (NaCl) which allows C and C++ to be ran in the browser no matter what OS your running. So in theory it's possible to compile Alliance with NaCl and have it run in the browser on any operating system without the need to compile the game for each individual OS. To date there are no FPS's that are publicly available that utilise NaCl. Are there any plans for Alliance to do such? I'm sure if you did and added it to Google's web store you'd be soon in the money. Even at first if it was a demo of a campaign mission or better a multiplayer only version that we all could play. It would get you a lot of attention.


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PostPosted: Wed Nov 02, 2011 3:14 pm 
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Klypso wrote:
So 'Alliance: the silent war' is made with the ogre engine (according to http://www.ogre3d.org/tikiwiki/Projects ... OGRE#Games). Which has has been ported to Google's new technology, native client (NaCl) which allows C and C++ to be ran in the browser no matter what OS your running. So in theory it's possible to compile Alliance with NaCl and have it run in the browser on any operating system without the need to compile the game for each individual OS. To date there are no FPS's that are publicly available that utilise NaCl. Are there any plans for Alliance to do such? I'm sure if you did and added it to Google's web store you'd be soon in the money. Even at first if it was a demo of a campaign mission or better a multiplayer only version that we all could play. It would get you a lot of attention.

Thanks for the suggestion Klypso.

At the heart of the Alliance Engine is indeed a renderer built on top of Ogre3D (though heavily wrapped and with a massive amount of custom dynamic shaders). However, the renderer is but a small part of the overall engine and while the latest Ogre has been ported to NaCl, the engine itself would not run on it without a LOT of work (if at all).

Additionally, the art requirements of Alliance are way, way too large to be dynamically streamed over the network, which puts us back in the camp of having a download / installer. If we were making a simpler game (either visually or in execution), considering an NaCl port would be much easier. Finally, while OpenGL ES is rapidly improving, it is still far behind both DirectX and vanilla OpenGL in capability (gap is closing relatively quickly though).

I completely agree that the added exposure of being one of the first few FPSes on the Chrome web store would be helpful, but it simply would be too much work for a team of our size to port. Especially with the possibility of NaCl not being capable of running something of this complexity and thus having resulted in wasted effort. It's something we definitely plan on reconsidering in the future, but the risk is too large at the moment due to the many roadblocks and unknowns that exist.

-Eric

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