Posts Tagged ‘webgl’
22nd Nov 2011
There have been some really inspiring demos and games released recently, here’s a collection of a few (hit the jump for the full list)
Bits ‘n Bites is a pretty awesome blog featuring some cutting-edge WebGL work. The pretty picture above is from a 4k demo called Frank. A proper multi-part with great synth track and seriously sweet effects. All for a sum total of 4096 bytes. Be warned though it’s likely to make your GPU cry – don’t even go in here unless you’re packing some serious graphical firepower. The Frank blog post details how he handled the compression, music generation and shaders. Fascinating reading.
Also from the same site (I apologise, I don’t know the name of the guy creating these works of art) is a WebGL port of the Windows demo Muon Baryon. Another demo well worth watching. But probably the most interesting thing of all is Sonant Live. A browser based music tracker with JS replay using generated synth sounds. Really awesome!
Talking of shaders: check out Shader Toy to build them in real-time online
18th Nov 2011
First up is the WebStorm IDE from JetBrains. If you’re one of those developers who just can’t code with code-insight then this is about as invaluable an IDE as they come. It’ll inform you of JS coding errors in real-time, offer code optimisation suggestions and of course cross-project code-completion too. Licenses are 50% off until November 27th 2011 and include a free upgrade to version 3.0. That makes is just £27 (around $60) so well worth considering.
As wonderful an IDE as WebStorm is, I personally get on much better with Sublime Text 2. This is not an IDE, just an Editor. But it’s the best editor I’ve ever had the pleasure of using! Extremely fast, super-slick in operation, great colour schemes and fonts – and the best feature I’ve ever seen in an editor: The mini-map overview. There’s no discount on it, sorry But as it only costs $59 I’m not sure you even need one. I find myself using it to edit even AS3 files now. Grab the free download and evaluate it for as long as you like.
If you’re old enough that name might be familiar to you as he was an 8-bit game developer of some notoriety. Responsible for creating gaming classics like Exolon, Cybernoid 1 and 2, Stormlord and Deliverance, I picked up his book with keen interest. It’s a bit of a hodge-podge, diving all over the HTML5 spectrum of new tech, but the section on canvas blitting and game design is really nice. I’d like to have seen a whole book just on this from him
12th Nov 2011
The Anaemia demo by Litewerx won 1st place in the TRSAC 2011 Demoparty that just finished. It’s a WebGL / JS demo using the Three JS library and consists of some lovely well-synced scenes. Although a little un-eventful in parts, the music helps keep things bubbling along and it’s an enjoyable ride that ran smooth as butter on my PC in full screen (i.e. maximised browser).
Large to download (27MB) which takes its fair while pre-loading. And of course you need a browser capable of running WebGL. Chrome is best and works with the music. Other browsers may vary. But this is demoscene after all and not representative of using WebGL in a “typical web site” as some may mistakenly believe.
Personally I just appreciate great demos no matter what they’re written in.
10th Nov 2011
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.
All about Photon Storm and our
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- Phaser goes to the movies
- We're hiring: Freelance Project Manager / Producer (UK only)
- Pixel Perfect scaling a Phaser game
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- A defiant and deadly Phaser 2.0.6 "Jornhill" is released
- A first look at what iOS8 means for Phaser and Pixi.js (hint: bunnies, LOTS of them!)
- Lands of Lorez - our 32x32 pixel dungeon crawler
- Flash to Phaser JSFL Script
- Phaser 2 and our plans for the future
- Phaser 1.1.4 ("Kandor") released. Check out the new features and roadmap.
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