9

I believe it is not a "which-tech" question and that it is answerable. I explained so in comments there after voting to reopen. My understanding of the spirit of the "which tech" close reason is that it can't be answered in the general case; it can only be answered on a per-project basis. The specific requirements of a given game, as well as design ...


6

I'm in agreeance with Seth. I think sometimes we take things a bit too far here. In this case, I think that is the case. This question has a clear intent. It wants to support hotplugging under OSX and is looking for an option to do that. This is a tightly defined criteria. It is not very loose like What game engine should I use? or What can I use to make ...


6

Except in situations where questions are closed because we don't have enough information, feel free to edit the question to fit with the rules of the site. Be bold. The outcomes from this are: We now have a question that can be answered, thus improving the site. OR The user comes back and fixes the question you edited to mean what they really wanted, thus ...


5

It seems I went too fast on that one, sorry about that. It's reopen now.


5

Well for one, you don't specify your platform. Pixel density (or probably more accurately described as "texel density") on a modern iPhone game vs. a PC game can be quite varied. It can also vary depending on what your desired min spec platform is or the kind of game you're making or the kind of tech you're using. Texel density if you're using something ...


2

I think the below, while not doing the best at capturing the original intent, would change the question into something generally useful. What capabilities do more standard views typically used in game development (SurfaceView or TextureView) provide beyond the WebView? And is it worth incorporating these more complicated views into a game that is ...


Only top voted, non community-wiki answers of a minimum length are eligible