Why HTML5 is the best platform for rapid game development
austinhallock.com
Why HTML5 is the best platform for rapid game development
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Re: Why HTML5 is the best platform for rapid game development
#2...that's one of his arguments why HTML5 is the "best platform". I wish he would have gone more into detail how he defines "best" as his understanding of that adjective doesn't seem to take into account that more mature platforms have some benefits too. For instance, maturity.
Re: Why HTML5 is the best platform for rapid game development
#3"Honestly, HTML5 games get more attention just for being HTML5 – deserved or not." ...that's one of his arguments why HTML5 is the "best platform". I wish he would have gone more into detail how he defines "best" as his understanding of that adjective doesn't seem to take into account that more mature platforms have some benefits too. For instance, maturity.
I listed various other arguments for why I feel it's the "best" out there right now. I think the strongest arguments however are the two games in < 24 hours each.
Re: Why HTML5 is the best platform for rapid game development
#4"Honestly, HTML5 games get more attention just for being HTML5 – deserved or not." ...that's one of his arguments why HTML5 is the "best platform". I wish he would have gone more into detail how he defines "best" as his understanding of that adjective doesn't seem to take into account that more mature platforms have some benefits too. For instance, maturity.
It's definitely a shallow argument, but still a pro for HTML5 nonetheless. If I can make a game that's more likely to be played simply because of the tool I use, it's more lucrative to me. I listed various other arguments for why I feel it's the "best" out there right now. I think the strongest arguments however are the two games in < 24 hours each.
Re: Why HTML5 is the best platform for rapid game development
#5Earlier quoted context omitted.
It's definitely a shallow argument, but still a pro for HTML5 nonetheless. If I can make a game that's more likely to be played simply because of the tool I use, it's more lucrative to me. I listed various other arguments for why I feel it's the "best" out there right now. I think the strongest arguments however are the two games in < 24 hours each.
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…
Re: Why HTML5 is the best platform for rapid game development
#6Not to mention that I think writing something like a scene graph in JS would make me rage.
Re: Why HTML5 is the best platform for rapid game development
#7With 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.
Re: Why HTML5 is the best platform for rapid game development
#8With 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.
Re: Why HTML5 is the best platform for rapid game development
#9Re: Why HTML5 is the best platform for rapid game development
#10With 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.
Either the browser supports canvas or not. It's not much more mess than that and definitely not as messy as making a normal website cross compatible.
But sure, if all you want to do is draw some lines and bitmaps on the screen, no problem.