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Re:Voidcall – Making of 13kb JavaScript RTS Game by theon144 on Tuesday September 24, 2019 @10:45AM (#21060736)
What are you on about? kkrieger also makes extensive use of the Windows/D3D apis.
Re:Voidcall – Making of 13kb JavaScript RTS Game by hombre_fatal on Tuesday September 24, 2019 @12:33PM (#21061955)
I don't even think these people understand what they think they are criticizing. Leveraging external code doesn't make something less impressive -- the extent in which you can leverage other code like graphics APIs is what becomes impressive.

I suppose they think they are being some sort of technical pedant, but surely anyone with any actual technical chops knows otherwise.

Re:Voidcall – Making of 13kb JavaScript RTS Game by BAReF00t on Tuesday September 24, 2019 @05:31PM (#21064849)
Yes it does.

Example: My new language "Crysislang". It has only one one-bit instruction. That, when compiled, results in a whole Crysis game.

A whole 3D shooter! Written in only one bit! Ain’t I amazing? ;))

I think you get my point.

If your libraries and environment do all the work, writing a small program that does big things approaches triviality.

Re:Voidcall – Making of 13kb JavaScript RTS Game by BAReF00t on Tuesday September 24, 2019 @05:35PM (#21064882)
That is true. They are quite a different beast than HTML5 though. Not much left to code yourself there.

It’s the difference between using Canvas, and writing Canvas.