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Artillery is building a hardcore RTS with HTML5 and WebGL

blog.artillery.com

131–140 of 151 posts

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

#131

What is it with these militaristic company names? Artillery, Firebase, etc. Or is it just my European mindset?

It's a strategy game; artillery is going to be a key part. It's no different from a racing game called "driver" or a platform game called "jump".

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

#132
post #31
post #20

This 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…

I'm not convinced that web-based is automatically doomed among the hardcore. I think that Quake Live the most popular game in it's subgenre (Arena FPS), and it's still hanging on as an esport, with a slot in Dreamhack as well as weekly tournaments. Granted, Quake Live has the massive advantage of being a resurrected version of Quake 3 Arena--but it does make a precedent in people's minds of a hardcore web-based game.

Quake Live is a native game (that's why you have to install a plugin) that is launched through a web-based interface.

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

#133

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.

I think the web or HTML5 is the most closed platform ever.

Let me explain. You want to program for the web? Javascript. You want to do 3D? we have you covered, you can only use webgl. Don't like it? Sorry but we need to remain open! want audio? We have an API for that, why would you want to use something else? use Audio API, it's open.

can you imagine if linux, or microsoft windows or OS X only understood one programming language? Or if DirectX were the only 3D thing you can use? or if to use audio, you had no choice but to use one library?

The web is just that, and no, being available on all the platforms does not make it an open platform. It's one big closed transparent prison available everywhere. Once you go in, you are stuck with the onboard equipment.

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

#135
post #94
post #46

I think Javascript is too slow for 3d gaming. If you look at this HTML5/WebGL minecraft engine, it stutters even without any other players or bots in the environment. http://voxeljs.com/#gallery 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…

As a hardcore SC2 player, I'd only be interested in a native version of this game. Even the latest ASM.JS demos like Epic Citadel run chopping on my system. Hardcore gamers like myself won't sacrifice performance for a the luxury using poorly designed and immature technology like JS and WebGL.

And Epic's demo was their previous gen engine, Unreal Engine 3, which targets mobile platforms: iOS, Android, PSP... Meanwhile, the state of the art UE4 is only aimed at next gen consoles and native PCs games.

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

#136
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…

There are some absolutely amazing HTML5 / WebGL things out there; I'm just not sure you've seen them. It's true that browser incompatibility is an issue, but say you're ONLY targeting Chrome desktops, which still has a bigger user base than most consoles--if you're doing it right you're getting hardware accelerated graphics and the performance is pretty great. Have you seen cloudparty.com? It has multiplayer in-world…

"...absolutely amazing HTML5 / WebGL things out there..."

In the end of the day it's just a script running on top of Open GL.

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

#137

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.

Definitely. It's amazing to watch a technology accelerate this quickly.

Yeah, scripting an OpenGL game engine. First time ever.

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

#139
post #110

Earlier quoted context omitted.

It's easy to talk trash on a technology that is in its infancy. Wait... WebGL games are still not as good as game engines that have been developed for 20 years? SHOCKER. The technology is only going to get better. The whole point of these demo's is to show what is possible even now when the specs aren't finalized and the technology is barely adopted. Give it 3-5 years and I would be willing to bet you'll need to eat…

> Wait... WebGL games are still not as good as game engines that have been developed for 20 years? SHOCKER. That's the point, isn't it? We already have all these fast, battle-tested game engines Heck, we have 15-year-old game engines that run on the browser (or do Flash games no longer count?). Is it really worth it to toss all that out and switch to WebGL?

Is it worth replacing a proprietary plugin (which the owner may stop supporting at any time) with an open standard (which has guaranteed continued development)? Yes, I believe it is.

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

#140
post #82

Earlier quoted context omitted.

Minecraft isn't exactly a very demanding game. Also 10 years ago Java was nowhere near as fast as it is now. If you are saying that Javascript might be an option 10 years from now, I am not disagreeing with you.

Its actually very demanding, CPU and memory wise.

The question for that is whether that CPU and memory use is required by the game, or the result of the language and runtime used to craft it.
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