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Why HTML5 is the best platform for rapid game development

austinhallock.com

51–55 of 55 posts

Re: Why HTML5 is the best platform for rapid game development

#51
post #31

All IMO of course, but programming HTML 5 Canvas apps today feels like having a late 1980s vintage CPU strapped to an early 2000s GPU. This is a really unbalanced combination IMO. Given this imbalance, when I was at a recent employer, I suggested that exposing OpenCL or CUDA within the browser could lead to some really cool games and web apps. I was soundly shut down. Right around the same time, WebCL was announced:…

Easel.js[1] makes it much easier. Actually it gets easier than Flash.

[1] http://www.createjs.com/#!/EaselJS

Re: Why HTML5 is the best platform for rapid game development

#52
post #11

Earlier quoted context omitted.

Yes, the first thing I thought after "ooh, neat" was "Are there any portal communities for HTML5 even close to those for Flash?"

We've started building one which is going well: http://www.scirra.com/arcade Not as big as Flash portals obviously but people love playing the games

I just tried one of the featured games. It was extremely basic, no sound and pretty lame. Compare it to any of the featured games on http://kongregate.com and you'll see that there's no comparison at all.

I like JS. I'm learning how to use some of its first class functions, and it's really cool! But honestly the only reason I'd play any of those games is because they're written in an interesting technology... not because they were actually more fun than the stuff written in flash.

There's a lot of potential, but the platform isn't quite ready yet.

Re: Why HTML5 is the best platform for rapid game development

#53
post #31

All IMO of course, but programming HTML 5 Canvas apps today feels like having a late 1980s vintage CPU strapped to an early 2000s GPU. This is a really unbalanced combination IMO. Given this imbalance, when I was at a recent employer, I suggested that exposing OpenCL or CUDA within the browser could lead to some really cool games and web apps. I was soundly shut down. Right around the same time, WebCL was announced:…

Modern browser's HTML5 canvas is hardware-accelerated, so you most likely get a fully utilised late 2000s GPU. And since many games spend 90% of their time in rendering, the slower JS performance isn't a big deal.

Re: Why HTML5 is the best platform for rapid game development

#54
post #11

write about HTML5 game distribution, i'd love to hear input on this.

Yes, the first thing I thought after "ooh, neat" was "Are there any portal communities for HTML5 even close to those for Flash?"

These are definitely something to keep an eye on.. the market is wide open for anyone to grab once the turning point comes.

Re: Why HTML5 is the best platform for rapid game development

#55

Earlier quoted context omitted.

I would argue that "not a plugin" and "not controlled by a single corporation" are more than "irrelevant". Here's a few reasons: - Want to port your game to a new platform (game console? embedded device?) - just get webkit/mozilla/ to compile. Although this is no small task, in many cases it can be easier and way faster than rewriting the code for an entire game. not to mention this mandates one port per console, rat…

they are mightily important concerns but not relevant to "create a quality game under time constraints". Take flash, which is evil in a plugin and controlled by a cruel corporation and runs on unicorn blood. You will still be able to create a game in 24 hours and put it on the market, people do it all the time. No ipad? Sure, read the end of my previous comment. Also, while this is still irrelevant (cause the stateme…

Okay, semantics; you're right, in my haste I misread the original quote. If you're judging a game strictly on quality, platform has nothing to do with it; most (all?) modern platforms have decent game libraries so dev time just depends on what you're used to. If you're judging a game on mass appeal, popularity, or user friendliness -- or just plain success -- platforms absolutely, beyond a doubt, matter.

As for your last point though... lolwut. iOS was just an example, the same is true for consoles, other app markets, etc. iOS apps bear "no weight" in the statement that a proprietary platform causes slow time to market?! iOS is one of the largest and most developed-for proprietary platforms, which makes it a great example, which means it absolutely does bear weight -- and a lot of weight at that -- in a statement that generalizes proprietary platforms.

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