- Chrome currently crashes, but is expected to be resolved by the Chrome team soon.
http://www.unrealengine.com/html5_faq/Crashed my whole system
Chromium 25.0.1364.160 Ubuntu 12.04
Hardest crash I've experienced on this new setup.
Basically, each font in each size uses some handles in a renderer. At 10000 handles, the tab renderer dies. They have a font cache but never clear it. When enough render processes together use too many GDI handles, the whole Windows desktop breaks down.
I've never once had an application in Linux crash the whole OS - or at least not so long as I've had physical access to the machine (I've had rouge database requests brick a server before because it took down sshd - but that's a different story)
In fact on the laptop I'm on now, the parent link crashed Firefox. But it OOM'ed and got killed before I even noticed there was a problem (and that's on a beefy desktop environment with compositing enabled too)
but being the devils advocate here, both parents of your comment are not that far off.
Ubuntu is more prone to crash because it invites the user to install much more closed source and proprietary code, by design. so they are not that idiotic and flamebaitic.
Where did you get that idea? Just look at these graphs:
http://www.dartlang.org/performance/
Apparently, they are still trying to make V8 faster. V8's graph isn't flat and there are also very recent bumps.
>As oppossed to supporting asm.js
Asm.js is about JavaScript the compiler target, not JavaScript itself. Using asm.js means writing code in C/C++ (or something similar), which means it's more comparable to PNaCl than Dart.
It is still just javascript and totally readable as such.
For example: https://gist.github.com/calvinmetcalf/5473022
That's the main thing, but not the only thing.
WebGL is also very portable, more than other flavors of GL. Huge effort has gone into that. As a result there is a much better chance a WebGL app will give the same output on different browsers/OSes/GPUs (and if it does not, that's a bug that should be fixed).
WebGL is also more secure than OpenGL, since it was designed to run in a web browser, that executes unsafe code off the web.
Also - as I understand it, what's impressive about all this isn't just the graphics. Once you've passed vertices etc... off to the graphics pipeline then yes Javascript doesn't handle much of the load .... but as we know a lot of games are CPU bound, and the fact that Javascript is increasingly able to offer acceptable performance relative to the native compiled experience of c/c++ is pretty nuts.
Haven't they announced that they have no plans to integrate the Dart VM with the Blink rendering engine?
I wish google would stay on board with JS since they have the engineering power to do a lot in this area, but to me it seems after V8 they've kind of abbonned JS in favor of Dart (As oppossed to supporting asm.js). For instance, I just did the "try anyway" in chrome 26.0 linux and everything crashed. Did anyone get it working in chrome?