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Impact HTML5 Game Engine released

phoboslab.org

71–74 of 74 posts

Re: Impact HTML5 Game Engine released

#71
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?

To be comparable to ImpactJS there needs to be collision detection, tilemap support, sprite animation and depth sorting, input and audio abstraction, a loader and framerate locking. So from that list only Akihabara and GameJS remain.

Although I'm a gamejs committer, i disagree :)

Take for example doodlejs: it doesn't have any of the things you mention, BUT its scene graph is superior to all other engines.

Not everyone wants the same things in his framework. E.g. sprite animation makes no sense (not a lot) if your lib is vector & tween centric.

See my list of favorites in a comment higher up.

Re: Impact HTML5 Game Engine released

#72
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 :)

Unfortunately, it doesn't load on my Pre plus. The loading bar apparently can't further than half the way.

Re: Impact HTML5 Game Engine released

#74
post #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 dev…

This is my problem, I'd be willing to pay much more if I could try it out and kick the tires. Abandonware is a problem in the gaming engine community... even a success story is only going to be around a few years.

A big problem is that by the time you fully understand any game engine (I've looked into) it might just be obsolete. The cost of learning the engine dwarfs the cost of licensing... Assuming your time is worth anything.

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