I think Artillery.com would be a natural partner for our WebGL-based 3D content creation platform. They should check it out at http://clara.io Similar to how Unity3D is a natural partner to the desktop 3D content creations tools like Max/Maya.
Artillery is building a hardcore RTS with HTML5 and WebGL
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Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#42Does anyone know how they're going to lock the cursor into the browser window? A common feature required for RTS games is being able to just push your cursor to the edge of the screen to move your viewport. (Since it's played full-screen.) It seems like a browser game would be missing this key feature.
:-) Developed at Seneca College in Toronto, Canada.
Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#43This looks really great. I just think the claims of "console quality" or "AAA quality" (which I heard associated with Day[9]'s announcement) are a bit disingenuous. I'm excited that you guys are pushing browser gaming, and what you've done so far looks great. Just please don't fall into the trap of over hyping and then disappointing customers.
CEO here: Thanks for the feedback. 'Console quality' and 'AAA' are very subjective and we totally understand your points. Our job is to make Atlas and anything on our platform objectively feel amazing and please keep in touch with us.
Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#44Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#45This is impressive and cool, but I think web-based gaming will never catch on with the 'hardcore' for a few reasons. For one, C++ and the native toolchain is still more efficient. But it mostly comes down to perception and convenience. The perception of web-based games is that they're casual and cheap. And most hardcore gamers like to have a copy of the game on their computer - they paid for it, they want a copy that…
An excellent game could change perceptions though. I'd be more concerned about how easy it would be to reverse engineer a web game compared to a native binary. If it's easy to bot or cheat, any competitive aspect will be ruined.
Kinda neat to be honest. Doesn't stop me yelling at map hackers tho ;)
Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#46If you look at this HTML5/WebGL minecraft engine, it stutters even without any other players or bots in the environment.
Meanwhile Minecraft running in Java is smooth on even the slowest machines.
Benchmarks indicate that Javascript is 4x slower than Java.
http://j15r.com/blog/2013/07/05/Box2d_Addendum
The alternatives like ASM.js and PNACL are far from usable. ASM.js has no support for threads and PNACL is unlikely to be supported outside of Chrome. They also have no debugging support.
Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#47Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#48This is impressive and cool, but I think web-based gaming will never catch on with the 'hardcore' for a few reasons. For one, C++ and the native toolchain is still more efficient. But it mostly comes down to perception and convenience. The perception of web-based games is that they're casual and cheap. And most hardcore gamers like to have a copy of the game on their computer - they paid for it, they want a copy that…
But that's irrelevant. What matters more is if they will catch-up to being "good enough", and that is likely to happen.
Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#49This is impressive and cool, but I think web-based gaming will never catch on with the 'hardcore' for a few reasons. For one, C++ and the native toolchain is still more efficient. But it mostly comes down to perception and convenience. The perception of web-based games is that they're casual and cheap. And most hardcore gamers like to have a copy of the game on their computer - they paid for it, they want a copy that…
My personal concern with the browser is more about the freedom of game developers to tweak the app as they want. You're very vulnerable in a browser in term of how you can use the keyboards and how the client will receive what you're trying to show them. For instance, in starcraft2, you use "ctrl+1" to bind an army to the key "1". In chrome, ctrl+1 switches to the first tab. Some webapp uses hacks to go around that.. for instance, with Asana, you use the [tab] key, such as [tab]C to go to the comment section.
Everyone talks about performance issues.. but if the trend continue, it won't be a problem. But I'd agree that right now it's still hard performance-wise.
Maybe one way to solve these problems is to have a gamer browser. Could be based on V8 and even have the look&feel of Chrome, but small parts would be tweaked to make it gaming friendly. Maybe no plugin allowed, more resources dedicated to it, performance optimized for certain tasks, etc.
Re: Artillery is building a hardcore RTS with HTML5 and WebGL
#50Earlier quoted context omitted.
We may be seeing the same HTML5 demos on HN, but we're living in two different universes. In my world, I always open up these demos in a browser that's incompatible. If I do manage to get them working, my reaction is always like wow, I saw better native demos 10 years ago, and those just worked. Let's be honest. JavaScript, DOM, and CSS are terrible technologies to base any gaming system off of. As a gamer, performan…
JavaScript, DOM, and CSS are terrible technologies to base any gaming system off of They are, but I very much doubt these guys are using the DOM or CSS. And if they're using asm.js then they're using a very different JavaScript, too.
Granted, it's a terrible abuse of a CSS, but it's also a perfect example of how I'm supposed to be wowed by a buggy HTML5 demo my PC could render better in every way 15 years ago.
And no one has answered my question yet. What benefit does HTML5 bring me as a gamer? Why are HTML5 games better than native games in my steam library, especially considering DSL is my only option for Internet here?