

But the point remains - JavaScript is relatively hands-off in this process.
#IS THE BEST RPG MAKER MV VERSION 1.4 SOFTWARE#
The browser draws that image - in this case, because it's on a Canvas, it uses the browser's software renderer instead of WebGL. So I make one function call to display the loaded image file. Then I want to display the file on the Canvas. I load the sprite from the hard drive - I do it with a method call in JavaScript, but it is the browser that makes the OS calls to load the file. JavaScript is far from a perfect language, but it is not the reason for MV's poor performance.Ĭonsider - if I make a new HTML page, place a Canvas element on it, then decide to put a sprite on there. JS certainly is slow compared to a compiled language like C++, but implementations have come a very long way in the last decade.


The fact that it still somehow holds together and not fall over its head is simply impressive (and it wasn't a compliment).Įxcept, any modern JS implementation is slow, because JS is one huge kludge of a language. Over time it evolved into the ugly kludge it is now. As previously stated, JS was originally meant for very simple effects, the kind you can now do with CSS.

Until WebAssembly arrives at the scene (depending on how fast it is) there's no sense in using HTML-based solution. = operator which all mean different stuff but are so similar that the parser needs to waste some cycles determining which one is it, on top of that there are other fun stuff such as GC, Javascript's excuse for classes and so on, all coming together to make even the best JS implementation slow as hell). The fact of the matter is that JS problems are inherent to language's design and the fact it simply can't be parsed efficiently (= vs. And the thing is, even Google's own V8 JS engine is slow and it basically works by throwing as much RAM at the problem as possible (one of the reasons Chrome is such a memory hog). If Javascript was a PCB, there would be bothed wires everywhere, it's that bad. With ES6 and ES7, you get a very decent language capable of many thing, and later being able to interface with WebAssembly.Īs with all technologies, you have to understand advantage and pitfalls - please just refrain to use too much assumptions to make a judgment :) I would greatly recommend you to actually try the development of a simple game with Pixi.js or Phaser.js and a good editor like VS Code.Įxcept, any modern JS implementation is slow, because JS is one huge kludge of a language. It has a huge ecosystem of high quality packages through npm and is the only language that achieve a truly cross platform reach. It's a fully fledged programming language, run on optimized JIT compilers, powering micro services at Paypal, running entire apps or games, that can be typed statically with Flow type or Typescript. Remember that nowadays JavaScript is not the same as 10 years ago. You seem to have a pretty high bias against anything made in JavaScript. It's also perfectly capable of handling large games and as with every technology choice, one has to understand the compromise between development, performance and future evolutions of the web platform (with WebAssembly for example). What do you mean stalled in its development? It has never been so active :)
