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Introductory talk given to the Boston HTML5 Game Development Meetup
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HTML5 Game DevelopmentIntroductions and state o’ the art
Pascal Rettig@cykod
Wednesday, November 17, 2010
Who Are we?
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5
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Chrome Firefox Safari Opera IE
Favorite Browser
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Mario Luigi Peach Wario Other
Favorite Character
Wednesday, November 17, 2010
This talkThe What, The Why, The How (later)
Wednesday, November 17, 2010
What is HTML5?
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What is HTML5?Eh, You’ve heard this before...
Wednesday, November 17, 2010
What is HTML5 Game Development?
BasicallyHTML5 Game Development = Plugin Free Game Development
Wednesday, November 17, 2010
What is HTML5 Game Development?
We don’t care much about: New Semantic Tags, MicroData
We care a little about: CSS3, Local Storage, Web Workers, GeoLocation
Wednesday, November 17, 2010
What is HTML5 Game Development?
We Care a lot about:
Canvas, Video, Audio, Web Sockets
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For the most part, we’re talking about Canvas
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Why Canvas?
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Just give us a f^%#$ buffer already
DirectDraw (DirectX) all over again
Game Development on Windows didn’t flourish until developers got direct access to a fast video buffer
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But, there’s wiggle room...AVES Game engine uses DOM Objects for better performance
Browsers are optimized to render DOM objects
(But we may never see it, as they just got bought by Zynga...)
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HTML5 Performance
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Here’s my current project...
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Wednesday, November 17, 2010
Sorry, wrong slide...
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Actually it’s not that bad..
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Where We are
1985-90 1991-94 1995-20001977-84
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Where we are
Q4 2010 Q2 2011 Q4 2011Q1 2010
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Awesome is:
20 Years of Game DevelopmentCompressed down to 2 years
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Next Generation of BrowsersHardware acceleration on Canvas
WebGL (FF, Safari, Chrome)Audio
http://www.chromium.org/developers/demos-gpu-acceleration-and-webgl
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Why should you care?Top Ten Reasons
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Reason 1:
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It’s new and shinyIf you write a crappy 2d game and write a tutorial,
you’ll actually get some attention for it.
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Reason 2:
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We can get a little retro(And again, people will actually care)
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How about a Commander Keen-era
platformer?
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Reason 3:It’s Cross-platform
You can leverage the same codebase for a whole bunchof different platforms
(Akihabara running on iPhone, Android, Firefox, ...)
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Reason 4:
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It’s kinda easyChances are you already know some Javascript,
so there’s not that much new to learn to make simple games
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Reason 5: Casual gaming
Huge industry, with a consumer base that cares lot less about graphics, etc than hardcore gamers used to.
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Reason 6:(follows from 5)
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Indie games have a chanceMineCraft....that’s all I have to say
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Reason 7:It’s coming
Apple (obviously), Microsoft are saying it’s the future
Microsoft just adjusted their SilverLight strategy.
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Reason 8:
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Games are fun
(And you’re going to have to learn HTML5 anyway)Wednesday, November 17, 2010
Reason 9:
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It’s OpenNo restrictions on tools, open standards and
“development environments”
Closed is why I stopped game development mid 2000’s
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Reason 10:
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You can go back to basicsAnd not feel like you’re wasting your time:
Needed: 2D Physics, Collision detection, Vector Math, Sprite libraries
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Bonus Reason
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Create Game Mechanics that don’t suck
By moving Game development into the normal browser environment, we’re taking it out of it’s special box.
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What I’ve been doing...Trying to build as many mini-engines as possible to
get a sense for performance, capabilities,design patterns, cross-browser support.
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What you can do: Present!Libraries
JavaScript Best PracticesJavaScript Patterns
WebGLWeb Sockets
Hacking AkihabaraNew Audio API
Node.js
Wednesday, November 17, 2010