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Impact HTML5 Game Engine released

phoboslab.org

11–20 of 74 posts

Re: Impact HTML5 Game Engine released

#11

$99 to make games with no sound, dodgy input, and a tiny fraction of the graphics and CPU power of native code. In case you've forgotten what native games look like: http://vimeo.com/16945125 EDIT: I wouldn't be critical at all if this wasn't being sold. Since it is, I'm criticizing it as a business proposition, and it's a bad one. When games like Rage HD are being sold for a few bucks, I don't know how one would eve…

Let me know when you get Rage running in a browser.

Also let me know when you get Rage running on all platforms with no modification to the code.

Re: Impact HTML5 Game Engine released

#12

$99 to make games with no sound, dodgy input, and a tiny fraction of the graphics and CPU power of native code. In case you've forgotten what native games look like: http://vimeo.com/16945125 EDIT: I wouldn't be critical at all if this wasn't being sold. Since it is, I'm criticizing it as a business proposition, and it's a bad one. When games like Rage HD are being sold for a few bucks, I don't know how one would eve…

Let me know when you get Rage running in a browser. Also let me know when you get Rage running on all platforms with no modification to the code.

Getting games running on all platforms with no modifications is something that I'm working on. I have a 2D cross platform engine, working on 3D, it's totally possible.

Re: Impact HTML5 Game Engine released

#13
post #4

Earlier quoted context omitted.

Game-related libraries and engines can get expensive. They're both 3D, but C4 and Torque for example can both cost >$300USD. It's pretty expensive, but given how well that demo worked i'd probably buy it if i did any javascript.

That price is totally worth it though. I'm finishing up a first version of my own (native) C++ 2D engine. It runs smooth on iOS and Android, PC and I'm going to get it running on Bada, WebOS and Mac OS as well. The time it took me to get this up and running is around 1000ish hours, and I'm pretty experienced in the area. Going to put in 3D as well soon. :)

I am probably in your customer target group.

How it will compare with other engines, for example Unity3d. It will be only C++, are you adding a script language on top to make development faster?

Re: Impact HTML5 Game Engine released

#14

$99 to make games with no sound, dodgy input, and a tiny fraction of the graphics and CPU power of native code. In case you've forgotten what native games look like: http://vimeo.com/16945125 EDIT: I wouldn't be critical at all if this wasn't being sold. Since it is, I'm criticizing it as a business proposition, and it's a bad one. When games like Rage HD are being sold for a few bucks, I don't know how one would eve…

Let me know when you get Rage running in a browser. Also let me know when you get Rage running on all platforms with no modification to the code.

http://en.wikipedia.org/wiki/Webgl

http://mrdoob.github.com/three.js/examples/geometry_minecraf...

Not there yet, but it's a start.

Re: Impact HTML5 Game Engine released

#15

Earlier quoted context omitted.

Let me know when you get Rage running in a browser. Also let me know when you get Rage running on all platforms with no modification to the code.

http://en.wikipedia.org/wiki/Webgl http://mrdoob.github.com/three.js/examples/geometry_minecraf... Not there yet, but it's a start.

I wrote a little WebGL last week, and it seemed like a really solid API. Auto-compiled shaders right in the page as scripts, conversion between js arrays and GL buffers is easy, etc. The only major problem in Chrome 9 beta at least is 100% pegged CPU even on a simple scene...

Re: Impact HTML5 Game Engine released

#16
post #3

Quite a nice job, especially with the editor. If you want a bit of a lower level, open-source framework there is https://github.com/batiste/sprite.js

Wow! that's awesome. I just checked the demo links in the readme. Sprite.js has collision too (haven't checked how it does collision).

I tried to find out if three.js supports collision and I came across this issue https://github.com/mrdoob/three.js/issues/issue/49 which says that three.js will focus on rendering part alone. And mrdoob suggests JiglibJS (http://www.jiglibjs.org/) on the same thread.

The other stuff available right now are:

* gameQuery, a jquery plugin http://gamequery.onaluf.org/

* Akihabara, an NES style engine http://www.kesiev.com/akihabara/

* xc.js, new one under dev https://github.com/fairfieldt/xcjs

I however have to mention that ImpactJS looks more complete and solid than the rest. I have a lot of kids coming home asking for small games, so made a few play Biolab (i liked it too) and was waiting eagerly for ImpactJS.

P.S: Wasn't it mentioned on the impactjs website that it would be free? Well not that I care about the $99 fee.

Re: Impact HTML5 Game Engine released

#19
post #7

Biolab http://playbiolab.com runs so smoothly on a mobile web browser it's worth $99 just to see how it's done. Purchased a license immediately :)

Sorry, it doesn't. The only publicly released game, his Biolab Disaster, loads an initial screen and just stops. This is on an iPhone 4, having cleared the safari cache and even restarting the phone. Not exactly impressed.

Re: Impact HTML5 Game Engine released

#20
The grand list of similar (free) projects:

http://easeljs.com/

https://github.com/biilly/doodle-js

https://github.com/fairfieldt/xcjs

https://github.com/batiste/sprite.js

https://github.com/mrdoob/three.js

https://github.com/ysimonson/canvas.js

https://github.com/davebalmer/jo

https://github.com/lostdecade/diggy

http://gamejs.org/

http://www.aframejs.com/

http://gamequery.onaluf.org/

http://www.kesiev.com/akihabara/

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