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What do we need for HTML5 games to be awesome?

10 pointsby fridekover 13 years ago

11 comments

modelessover 13 years ago
This guy is clueless about what we really need for awesome HTML5 games. Operator overloading? Really?<p>What we really need:<p>Better WebGL support from graphics vendors: fewer driver bugs and better sandboxing.<p>WebGL in IE, or at least WebDirectX.<p>Full screen mode.<p>Mouse capture.<p>Polling input APIs, Gamepad and multitouch support.<p>Decent low latency audio APIs.<p>Web Sockets.<p>Better control over garbage collection.<p>A few good libraries and game engines for JavaScript; or, even better, Native Client support.
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wccrawfordover 13 years ago
I don't think people use block/retro graphics because they think the browser can't handle it. I think they do it because they are indies and they're doing what they can to get their game out there.<p>While I think there are a lot of things on that list that need to happen before html5 games are taken seriously, there's a few missing:<p>Lockdown. There's no way to protect your assets from theft. I know DRM is the anti-Christ, but protecting your assets is not something the AAAs will be giving up. (I don't expect this will ever happen, though.)<p>Sound. My lord, why does sound suck so badly in browsers?<p>Controls. You can't capture the mouse and use it for FPSs, etc. Apparently there are gamepad libraries for JS, but I haven't tried them. Input in general is just pretty primitive.
AshleysBrainover 13 years ago
My startup may be of interest: a HTML5 game editor for Windows (www.scirra.com) which solves some of these problems (easy to import artwork, animations, set collision masks, add physics, low GC overhead engine, etc). &#60;/shameless plug&#62;
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DanielRibeiroover 13 years ago
Physics engines work well on Javascript (and coffeescript and clojurescript): <a href="http://danielribeiro.github.com/ClojureCoffeeScriptGame/" rel="nofollow">http://danielribeiro.github.com/ClojureCoffeeScriptGame/</a>
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robterrellover 13 years ago
Audio is the #1 missing peice right now. In the work I've been doing, everything else has solutions or workarounds, but there's no good answer to this one. Using a SWF to play sounds is a terrible kludge.
jdcover 13 years ago
<p><pre><code> V3 = M1.multiply(V1).add(V2); // and even worse V4 = V1.add(M1.multiply(V2)); </code></pre> ...I don't code in JS often, but am I missing why you wouldn't just use this?:<p><pre><code> V3 = M1 * V1 + V2; V4 = V1 + M1 * M2;</code></pre>
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nextparadigmsover 13 years ago
Can you make games like those showcased for Flash 11 on WebGL? I, for one, am looking forward to WebGL games replacing Flash games.<p>Since WebGL is based on OpenGL ES 2.0, can the code from iOS or Android games be mostly re-used for WebGL games?<p>What about making games directly in Native Client?
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simonbrownover 13 years ago
&#62; Every browser should ask user, if he allows website to run WebGL content.<p>I doubt most users would understand the warning, most would probably just click through it. WebGL may have some security issues that need to be addressed, but just adding a warning seems like a cop-out.
programover 13 years ago
&#62; To be honest – CSS3 animations have terrible syntax<p>I think that this guy has never heard of the canvas element. Using CSS3 animations for making games is pure madness.
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wslhover 13 years ago
That browsers work first. For example Google Chrome has issues with SVG leaving trailing images when you move an object.
hackermomover 13 years ago
C++ style programming (something else than JavaScript) and WebDirectX... This doesn't sound like the portable, any-browser-on-any-platform experience that I want HTML5 to truly be. There's something else to take note of here: HTML5 wasn't conceived with gaming in mind - but thanks to slick work by slick hackers, we have a lot of this already, and there will be a lot more. The question is if another in-browser language that isn't JavaScript, and another 3D API that isn't WebGL, will aid this rather than fragment it.
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