HTML 5 Asteroids
11–20 of 27 posts
Re: HTML 5 Asteroids
#12Anyway, i really appreciate the effort. One step closer to a flash-less web.
Re: HTML 5 Asteroids
#13That's great, but it existed as a DHTML demo for Internet Explorer 4.0 10 years ago. So much for the hype.
http://samples.msdn.microsoft.com/workshop/samples/dhtmltech...
Only works in IE though.
Re: HTML 5 Asteroids
#14It shows very good why it's not ready to ditch Flash completely. I mean.. that's asteroids, i have a Core2Duo, 4GB RAM, 1024MB graphicscard und the asteroids are not smooth, they are flickering a little...
I have a two and a half year old AthlonX2 with only 256 MB RAM and have no problems with it. Plus I am on dial-up, and this loads much faster than Flash.
Re: HTML 5 Asteroids
#15Oh heck, there goes my next hour. Wow that's fantastic. Now someone make Missile Command. Pegs my CPU though (Firefox and Chrome) Open source too: http://github.com/dmcinnes/HTML5-Asteroids update: I tried a few flash versions on the web to compare sorry to say they use a fraction of the CPU, at least under Flash 10.1rc4
Re: HTML 5 Asteroids
#16Cool. But the game is very sluggish and almost non playable on iPad. I wish these html5 games were built with some consideration for iPad. Anyway, i really appreciate the effort. One step closer to a flash-less web.
If the author doesn't have an iPad then it's going to be a bit difficult for him to know how this will perform. Possibly he's just made sure it works OK for the 99.99% of people not using iPads.
Re: HTML 5 Asteroids
#17Cool. But the game is very sluggish and almost non playable on iPad. I wish these html5 games were built with some consideration for iPad. Anyway, i really appreciate the effort. One step closer to a flash-less web.
But no, the iPad should conform to standards, and support those standards. If the iPad is not capable of supporting those standards in a usable manner, it's the iPads problem.
Re: HTML 5 Asteroids
#18Surely SVG makes more sense for vector games? They should also try to recreate the arcade experience with the painted backgrounds, like from here: http://mameworld.info/mrdo/mame_artwork/astdelux.png
Why would SVG make more sense than canvas? Doesn't Canvas use a similar vector drawing model that you find in Postscript, Java2D and SVG? It seems to me that the main difference between the two is that one is an API and another is markup. So what makes SVG more suited for vector games?
I would think needing to have objects for each element in the SVG's XML would be unnecessary overhead, and wouldn't really buy you anything in return.
Re: HTML 5 Asteroids
#19Re: HTML 5 Asteroids
#20On a Mac Core 2 Duo MacBook with Safari, it stays below 45% CPU and is smooth as silk. This is actually better performance than Flash.
I would like to know what Flash game are you comparing this simple game with.