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Why HTML5 is the best platform for rapid game development

austinhallock.com

11–20 of 55 posts

Re: Why HTML5 is the best platform for rapid game development

#14

Earlier quoted context omitted.

If it's only played due to the platform it is on, then it's due to a novelty factor. I got that you were after "viral spread", but imagine a world in which people cared a bit less about rapid deployment and more about quality. I rather play a finely-crafted game than one that was put out in less than a day. This is not to say that it is not possible to put something decent together in a short amount of time. Just che…

The post was on "rapid game development", not "polished game development". It's up in the air which platform is best for a more generalized game, each have their strengths and weaknesses. Ludum Dare is a good example of games developed quickly in various languages -- it's certainly possible to create a quality game under time constraints in C++, Java, what-have-you, my thoughts however are that HTML5 is the optimal p…

>it's certainly possible to create a quality game under time constraints in C++, Java, what-have-you, my thoughts however are that HTML5 is the optimal platform for that.

you should probably substantiate that, at least in the article if not here, as you have not given any reason for why this would be true (I have no idea if it is or not).

It may well be, but nothing of what you wrote in the article supports this.

EDIT: let me clarify:

* Mobile Support (large support is not speed of development)

* No compiling (the only thing that seems somewhat related. Many things don't need to be compiled this days though)

* It’s not a plugin (irrelevant to the speed of development, at most a distribution issue)

* It’s not controlled by a single corporation (irrelevant)

* More active development (doesn't make you faster)

* HTML5 games get more attention (irrelevant to your speed)

If you meant "wanting to support gaming in mobile and desktop quickly html5 is the best solution" then it could make sense.

Re: Why HTML5 is the best platform for rapid game development

#15
post #11

write about HTML5 game distribution, i'd love to hear input on this.

Yes, the first thing I thought after "ooh, neat" was "Are there any portal communities for HTML5 even close to those for Flash?"

We've started building one which is going well: http://www.scirra.com/arcade

Not as big as Flash portals obviously but people love playing the games

Re: Why HTML5 is the best platform for rapid game development

#16
post #11

write about HTML5 game distribution, i'd love to hear input on this.

Yes, the first thing I thought after "ooh, neat" was "Are there any portal communities for HTML5 even close to those for Flash?"

I'm actually working on one myself - http://clay.io - let me know what you think!

Re: Why HTML5 is the best platform for rapid game development

#17
post #13

I have to call bullshit -- he could have made those games in Unity3D and gotten a better environment and better (and more extensive) math libraries.

While Unity is extremely powerful, the point that it's plugin based for browser accessibility remains.

My biggest draw towards developing games in HTML5 is that it runs natively in (almost) all browsers.

Re: Why HTML5 is the best platform for rapid game development

#18
I love participating in game jams. For those who haven't heard, a game jam is an event where you have a limited number of time (maybe 48 or 72 hours) to develop a game.

One of my favorites to participate in is Ludum Dare. This past LD, I used HTML5 to develop my game. It was the first major project in which I used Javascript and Canvas, and the code could've been better, but I managed to quickly develop and prototype a game I'm proud of within 72 hours[1].

The biggest issue with HTML5 isn't the speed of development, but rather the fact that it's not a mature technology yet. I still haven't ironed out some issues with sound and resource loading that works consistently between Chrome, Firefox, and Safari.

[1] http://ekun.nukenine.com/two/game.html

Re: Why HTML5 is the best platform for rapid game development

#19

With HTML5 you also have to worry about the cross browser compatibility mess , which doesn't seem to work well as "rapid" development. Not to mention that I think writing something like a scene graph in JS would make me rage.

In my experience (5 HTML5 games), I haven't had many problems with cross browser compatibility. Chrome, FF, Safari and IE9 and work surprisingly consistently, at least with the methods I'm using... If I were to dig deeper into audio in my games, yeah I'd have to play with it a bit (though there are existing audio shims).

Re: Why HTML5 is the best platform for rapid game development

#20
post #8

With HTML5 you also have to worry about the cross browser compatibility mess , which doesn't seem to work well as "rapid" development. Not to mention that I think writing something like a scene graph in JS would make me rage.

Also performance right now simply isn't up to par. I'm writing some apps right now that heavily utilize the canvas element, and I'm having to rewrite a large portion of it at the moment simply because I can't get more than 5 fps on one of the new ipads.

I think the biggest thing I learned to improve fps was drawing items to a canvas to use later in drawImage. Especially with svg, rather than draw the svg each time, on load I draw them all to 'subcanvases' and then pass that as the parameter for drawImage.
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