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Impact HTML5 Game Engine released

phoboslab.org

31–40 of 74 posts

Re: Impact HTML5 Game Engine released

#31

Earlier quoted context omitted.

HTML5 is very much competing with native as well. HTML5 vs. Flash is just games on Kongregate etc, if that's all HTML5 does, if it even does, then its failed as a casual gaming platform.

I see HTML5 as a growing as a competitor to the native platform. When NaCl (NativeClient) is supported by the popular browsers you can shift all the computationally intensive calculations to the native code and have the rendering done in the browser window. Well, but I guess we'll have to wait for hardware acceleration too to be common thing in these browsers. With FF4 disabling something awesome like websockets by d…

with NaCl you can just use stuff like Unity3D and runs amazing browsergames without a plugin install. Since it also supports iOS/Android and gaming consoles, there not much speaking for HTML5, apart from that its free.

Re: Impact HTML5 Game Engine released

#32
post #19
post #7

Biolab http://playbiolab.com runs so smoothly on a mobile web browser it's worth $99 just to see how it's done. Purchased a license immediately :)

Sorry, it doesn't. The only publicly released game, his Biolab Disaster, loads an initial screen and just stops. This is on an iPhone 4, having cleared the safari cache and even restarting the phone. Not exactly impressed.

iPhone 4 here, smooth and addictive despite the 20 secs it took to load ( wifi )

Re: Impact HTML5 Game Engine released

#33
post #32
post #19

Earlier quoted context omitted.

Sorry, it doesn't. The only publicly released game, his Biolab Disaster, loads an initial screen and just stops. This is on an iPhone 4, having cleared the safari cache and even restarting the phone. Not exactly impressed.

iPhone 4 here, smooth and addictive despite the 20 secs it took to load ( wifi )

It's a bit choppy on my iPhone 4, but it does work just fine for me. Choppy, but playable.

Re: Impact HTML5 Game Engine released

#34
post #23

And there we go - the typical HN oh no, it costs money ($99 for an engine, mind you, that may save you hundreds of hours development time). How much do you charge per hour? Can this library save you hundreds of hours? Do the math. I am not surpirsed at all that the average tech startup is a failure, with more than half of the people failing to get the "charge money for product/service" model everyone else in the worl…

>For every spot-on comment on HN, I read 5 that make me dumber each day.

Please re-read the HN guidelines.

>Can this library save you hundreds of hours? Do the math.

I doubt it. I imagine it would cost me time I didn't even know I had, when someone who could have been extending and patching the platform is instead extending and patching a FOSS platform. Closed toolkits only work at large scales where you've got a dedicated team responding to every issue. Even then, they're sub-optimal.

Re: Impact HTML5 Game Engine released

#35
post #23

And there we go - the typical HN oh no, it costs money ($99 for an engine, mind you, that may save you hundreds of hours development time). How much do you charge per hour? Can this library save you hundreds of hours? Do the math. I am not surpirsed at all that the average tech startup is a failure, with more than half of the people failing to get the "charge money for product/service" model everyone else in the worl…

Is there even a demo I can try for free? Sorry, but chances are just as high that the library costs me time - time I invest to understand it, only to eventually find that it probably won't do what I need, and I can't easily fix it or extend it. (Playing devil's advocate here).

Even if it does what I need now, who knows if it does what I need in two years? If it were open source, somebody could pick it up and keep developing it. Now if the commercial dev just abandons it, my investment in learning "impact" was wasted.

Re: Impact HTML5 Game Engine released

#37
post #23

And there we go - the typical HN oh no, it costs money ($99 for an engine, mind you, that may save you hundreds of hours development time). How much do you charge per hour? Can this library save you hundreds of hours? Do the math. I am not surpirsed at all that the average tech startup is a failure, with more than half of the people failing to get the "charge money for product/service" model everyone else in the worl…

>For every spot-on comment on HN, I read 5 that make me dumber each day. Please re-read the HN guidelines. >Can this library save you hundreds of hours? Do the math. I doubt it. I imagine it would cost me time I didn't even know I had, when someone who could have been extending and patching the platform is instead extending and patching a FOSS platform. Closed toolkits only work at large scales where you've got a ded…

It's much easier to dedicate all your time and respond to every issue when it's what's paying the bills. FOSS support and longevity are terrible, and this is from someone who maintains a dozen such projects.

Re: Impact HTML5 Game Engine released

#38

Earlier quoted context omitted.

That price is totally worth it though. I'm finishing up a first version of my own (native) C++ 2D engine. It runs smooth on iOS and Android, PC and I'm going to get it running on Bada, WebOS and Mac OS as well. The time it took me to get this up and running is around 1000ish hours, and I'm pretty experienced in the area. Going to put in 3D as well soon. :)

I am probably in your customer target group. How it will compare with other engines, for example Unity3d. It will be only C++, are you adding a script language on top to make development faster?

I'll be adding lua as a scripting language, but it probably won't be in v1.

That said, I don't really want to take the same direction that unity is currently taking. Since the engine that I wrote currently pretty much works on every mobile platform, I'm aiming to sell source code licenses to game companies.

What kind of solution are you looking for?

Re: Impact HTML5 Game Engine released

#39
post #26

Earlier quoted context omitted.

Does anyone have any experience with one or more of the above, to help narrow down the field of viable frameworks?

https://github.com/mrdoob/three.js has 900+ followers on github, by far the biggest project from my initial analysis.

Very cool - I agree 100%

Re: Impact HTML5 Game Engine released

#40
post #37

Earlier quoted context omitted.

>For every spot-on comment on HN, I read 5 that make me dumber each day. Please re-read the HN guidelines. >Can this library save you hundreds of hours? Do the math. I doubt it. I imagine it would cost me time I didn't even know I had, when someone who could have been extending and patching the platform is instead extending and patching a FOSS platform. Closed toolkits only work at large scales where you've got a ded…

It's much easier to dedicate all your time and respond to every issue when it's what's paying the bills. FOSS support and longevity are terrible, and this is from someone who maintains a dozen such projects.

Software support and longevity are terrible, and this is from someone who uses hundreds of such products. I go in expecting bad support, and as such it's only natural that I don't like paying.
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