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Phaser 3.0: HTML5 game framework

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Re: Phaser 3.0: HTML5 game framework

#61

How does this compare to standards such as Unity?

They are for a different job and can't really be compared. Phaser is a solely Canvas or WebGL browser games framework and does a really good job at that. If you just want to make browser games pick Phaser.

If on the other hand you want the option to build for desktop or mobile and other platforms try Unity. Why not pick Unity from the start? It supports building in WebGL but you can't really delve in that automatically generated javascript code to fix something in there and even if you tried to do it you would have to do it every time you build your game. You just have to trust that Unity will keep up to date its framework and its build system will optimise it as best as it can.

Also with Unity you trust your art and music to its packaging system. You can change some of the import options, but in the end you depend on its optimisations.

Re: Phaser 3.0: HTML5 game framework

#62
post #56
post #48

Earlier quoted context omitted.

`I think of code completion and seeing errors right away as crutches that atrophies a developers own skills` Really? You would rub sticks together for fire rather than use modern tools such as a lighter? I can't see how this reflects being a better programmer. While you are rubbing sticks, I am probably wondering how X can be improved and implementing that.

Ugh, this point of view is so annoying. Just because you prefer an IDE to something like VIM/Emacs doesn't mean your skills are less in any way. Such an elitist way of thinking.

Fwiw with a couple of plugins[1], I have very nice code completion in vim with ruby/rails along with useful "go to definition". Perhaps not as challenging as punching cards - but it's not like vim is some kind of bare bones editor...

[1] for a starting point see https://github.com/tpope/gem-ctags/blob/master/README.markdo... I'm on my cell, but as far as I can rember my ruby specific part of vim rc is ~5 lines or so. Coupled with 'guard' to run ctags over changed files...

At a glance, this seems to cover the essentials:

https://chodounsky.net/2016/12/09/using-tags-to-browse-ruby-...

Re: Phaser 3.0: HTML5 game framework

#63
post #56
post #48

Earlier quoted context omitted.

`I think of code completion and seeing errors right away as crutches that atrophies a developers own skills` Really? You would rub sticks together for fire rather than use modern tools such as a lighter? I can't see how this reflects being a better programmer. While you are rubbing sticks, I am probably wondering how X can be improved and implementing that.

Ugh, this point of view is so annoying. Just because you prefer an IDE to something like VIM/Emacs doesn't mean your skills are less in any way. Such an elitist way of thinking.

Debuggers, autocompletion, even syntax highlighting help a great deal. I like to think that they let you program on a higher level.

I usually program in Emacs, but fire up an IDE when I need to debug or want some assistance in navigating the codebase or learning some new library.

I find that the code I write in Emacs is much more succint and cleaner. I think the more layers you remove, the more you can focus. I bet that if I wrote my programs with pen and paper, my programs would be much more beautiful.

But if you need to manage complexity, it is far more feasible to use an IDE.

Choose the right tools for the job. Use editors/pen and paper/whiteboards/IDEs to meet your requirements.

Advocating the use of text editors over IDEs is IMHO the typical example of the "Real programmers use Fortran" syndrome.

Re: Phaser 3.0: HTML5 game framework

#65
post #58

Anyone know the story regarding TypeScript definitions and this project? I'm surprised to see that they don't seem to be available yet considering this project used to be written in TypeScript.

As someone waiting for TS to really dig into it ...

One of the recent posts mentioned that TS defs would be part of launch, but it's been quiet on that front now.

There's a closed issue in GitHub where someone is creating defs themself.

If I remember correctly TS community support was why he didn't stick with it. Community voted and straight JS but with TS defs were going to be the target.

Re: Phaser 3.0: HTML5 game framework

#66
post #45

I’ve been using ImpactJS since around 2012 or so to make HTML5 / JS browser games. I really like it, but development on the project has been stagnant, and I’m considering a move. Can anyone whose used both speak to what Phaser does better/worse than ImpactJS?

I haven't used both, but when I was investigating frameworks the lack of work on ImpactJS, and very active work on Phaser, is why I chose the latter.
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