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Artillery is building a hardcore RTS with HTML5 and WebGL

blog.artillery.com

61–70 of 151 posts

Re: Artillery is building a hardcore RTS with HTML5 and WebGL

#61

Wow! This is mesmerizing. These posts on HTML5 stuff that pop-up on HN from time to time hint on what is to come on the web in the near term. I think HTML5 is a huge Tsunami gathering energy and steam out there! It will and should beat all these "I-am-the-best" closed systems (already does in some areas) sometime soon, and be on the top. System agnostic, immersive, inclusive, what not. Love it.

The bad thing is that there will be no technology competition. Just HTML and JS for everything? Boring...

"Just C and C++ for everything? Boring..."

I seriously doubt that the world will stagnate at HTML and JS. Thing will evolve!

Though judging by adoption and advancements from W3C, it might be thousands of years ;).

Re: Artillery is building a hardcore RTS with HTML5 and WebGL

#62
post #54

Earlier quoted context omitted.

Think about why we build browser apps instead of native apps today. All those reasons apply.

Because it's easier, so the programmers to build those apps are cheaper? Not a really good rationale when it comes to game development.

Not sure how you come up with that logic - most applications are built on the web because it is easily accessible to millions of users.

Re: Artillery is building a hardcore RTS with HTML5 and WebGL

#63
post #29

Wow! This is mesmerizing. These posts on HTML5 stuff that pop-up on HN from time to time hint on what is to come on the web in the near term. I think HTML5 is a huge Tsunami gathering energy and steam out there! It will and should beat all these "I-am-the-best" closed systems (already does in some areas) sometime soon, and be on the top. System agnostic, immersive, inclusive, what not. Love it.

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…

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Re: Artillery is building a hardcore RTS with HTML5 and WebGL

#64
post #19

Earlier quoted context omitted.

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.

Dude, you should totally have a look at http://clara.io It is a perfect compliment to Artillery in that we are a web-based 3D content creation platform -- but we are distinctly not a game engine or a game editor. We would love to partner with you and I think there are a ton of opportunities.

Please stop spamming. I think you can find their email at the site.

Re: Artillery is building a hardcore RTS with HTML5 and WebGL

#65
post #60

Earlier quoted context omitted.

Too slow? Then try this: http://www.endtime.at/demo.html#gamestart

That actually stutters rather a lot on my Chromebook Pixel :(

It also stutters on my i5-750. Not exactly the newest CPU, but it runs every modern native game just fine.

Re: Artillery is building a hardcore RTS with HTML5 and WebGL

#66
post #29

Wow! This is mesmerizing. These posts on HTML5 stuff that pop-up on HN from time to time hint on what is to come on the web in the near term. I think HTML5 is a huge Tsunami gathering energy and steam out there! It will and should beat all these "I-am-the-best" closed systems (already does in some areas) sometime soon, and be on the top. System agnostic, immersive, inclusive, what not. Love it.

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…

> In my world, I always open up these demos in a browser that's incompatible. If I do manage to get them working

I, too, like to strip naked outdoors in a Chicago winter and then complain about how the city isn't keeping its streets reasonably well-heated.

Re: Artillery is building a hardcore RTS with HTML5 and WebGL

#67
post #59

Earlier quoted context omitted.

The same benefit the web apps generally bring: * The ability to play the game without installing anything * The ability to play the game on other peoples computers * Cross-platform accessibility (Windows, OSX, Linux? Doesn't matter.)

* The ability to play the game without installing anything Obviously you haven't played any HTML5 games. They all make you wait to download game data. And if the Internet gods have been good to you, it won't be cleared from your localstorage next time you start it up. Steam is far better. * The ability to play the game on other peoples computers So can Steam. * Cross-platform accessibility (Windows, OSX, Linux? Doesn…

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Re: Artillery is building a hardcore RTS with HTML5 and WebGL

#68
post #50
post #39

Earlier quoted context omitted.

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.

I was talking about HTML5 demos posted on HN. Like this one that DOES use CSS: http://www.keithclark.co.uk/labs/css3-fps-new/ 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 t…

HTML5 may not bring any benefit to you as a gamer, but it has the potential to bring the games to millions of other people who don't use Steam.

I don't see HTML5 being used for creating cutting edge games. I do see it being used to create smaller, less graphically intense games that easily hook users.

Re: Artillery is building a hardcore RTS with HTML5 and WebGL

#69
post #29

Earlier 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…

Also unlike Steam you might have to re-download the whole thing if your browser decides to clear the cache for whatever reason. Can't play underground, on a plane or while camping as well (not a typical scenario though - nitpicking a bit).

Not when deployed with something like node-webkit which I would assume would be a common deployment strategy so you can guarantee Chrome and a certain version w/ certain features enabled/disabled.

Re: Artillery is building a hardcore RTS with HTML5 and WebGL

#70

Wow! This is mesmerizing. These posts on HTML5 stuff that pop-up on HN from time to time hint on what is to come on the web in the near term. I think HTML5 is a huge Tsunami gathering energy and steam out there! It will and should beat all these "I-am-the-best" closed systems (already does in some areas) sometime soon, and be on the top. System agnostic, immersive, inclusive, what not. Love it.

The bad thing is that there will be no technology competition. Just HTML and JS for everything? Boring...

JavaScript is no longer the only language. I wouldn't be surprised if JavaScript is used at all for large projects in the future. With things like Dart, TypeScript, CoffeeScript, and asm.js JavaScript is becoming more of a compile target.
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