Posts Tagged ‘webgl’
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The reality of developing web games with Flash, HTML5 and Unity
10th Nov 2011136
Update: Lots of new links added at the bottom and feedback from comments inserted into the article body.
Today was a black day for Flash developers world-wide. Adobe announced it will drop Flash support for mobile browsers. This came the day after announcing mass redundancies across the company. On the face of it that doesn’t seem like a significant problem. But it has got the whole “Flash hate wagon” on the roll again, so I felt it was time to finally commit my thoughts to this blog.
First of all: I am only concerned about game development for the web. This entire article focuses on this specific topic and this topic alone. This is not a “Flash vs. HTML5″ article. It’s not an article about building native apps for mobile. It’s entirely and utterly about the reality of making web games today.
I compare Flash, HTML5 and Unity, as they are the only viable web gaming platforms today. For each of them I cover 10 topics:
- Workflow – How easy is it to actually create a game?
- Platform Stability – Will things change between the time you start and finish your game?
- Backward Support – Will your game still run 10 years down the line?
- Mobile – Will your game run at all?!
- Distribution – There’s no point making something no-one will play
- Security – Code and IP protection
- Monetization – All about making games to make money
- Facebook – The social gaming angle
- How many people will play your game?
- 3D Support – Stage3D vs. WebGL vs. Unity
These are all areas that I feel game developers ought to be aware of when evaluating new platforms. I conclude this with my advice to Flash game developers both new and seasoned.
It’s a long read but it was vital I covered as much as I could, using facts and stats rather than hyperbole, so you can make the best informed decision possible.
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