10:30β11:45 AMThe future of the web runtime for gamesdiscussion
Goals
Identify possible future updates for the web runtime that would improve the performances of running code on the web and further reduce the performance gap with native environments.
Discuss the status and evolution of cross-compilation for the Web.
WebGPU status & next steps
(Myles C. Maxfield, Apple π)
Scribe
Ted Guild
12:30β01:30 PMLunch
01:30β02:45 PMMapping games users & designers needs to technologiesworkshop
Goals
One-hour session in smaller groups to brainstorm users & designers needs and discuss ways to implement them with technologies on the Web. The session will produce a matrix of UX needs and existing technologies.
Explore accessibility needs in games, and identify possible hooks to be supported at the system level and/or within game engines to make games more accessible.
Explore challenges that pop up when games run in the cloud, including latency, network and streaming issues as well as ways to deal with the variety of game controllers that users may possess.
Open one-hour session for discussions in smaller groups on specific topics proposed by workshop participants. To suggest a topic in advance of the workshop, please raise an issue on GitHub or send an email to the program committee at <team-games-submission@w3.org>.
Open one-hour session for discussions in smaller groups on specific topics proposed by workshop participants. To suggest a topic in advance of the workshop, please raise an issue on GitHub or send an email to the program committee at <team-games-submission@w3.org>.
Session 1: Networking in games
WebTransport & WebCodecs
(Peter Thatcher, Google π)
04:45β05:00 PMClosing remarks by FranΓ§ois Daoust (W3C) and David Catuhe (Microsoft)plenary
Instructions for participants
The workshop focuses on topics raised by participants in expressions of interest and position statements.
Each topic gets introduced by one or more short or lightning talk(s), and discussed among participants, possibly in smaller groups.
The goal of each discussion at the workshop is not to resolve the technical issues of the topic, but to determine its relevance and priority to standardization.
Format
plenary
Plenary sessions introduce and summarize generic information relevant to all participants. Game-related topics raised during plenary sessions will be discussed in more details during other workshop sessions.
discussion
A typical discussion session (45-75 minutes) starts with a few talks by speakers nominated in advance.
Talks will either be short (<15 minutes) or very short (lightning talks). They will be followed by a discussion among participants to exchange ideas, assess priorities, and identify possible standardization actions.
workshop
Participants break into smaller groups and run a workshop-like exercise to create a map of needs and directions/solutions to address them. Each group will provide a written summary of their workshop session.
breakout
Participants break into smaller breakout groups to discuss more specific topics over a period of maximum 60 minutes. The breakout session schedule is built collaboratively by the participants in the course of the workshop. Each group will provide a written summary of their breakout session.
Meeting notes will be recorded on IRC during sessions. These notes will
be made public. A scribe will be nominated for each session, however
note-taking help from all the participants is very much welcome to
ensure correctness and completeness of the notes. We wish to make
note-taking a collaborative exercise at this workshop.