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Turbulenz HTML5 gaming platform and engine released free of charge to developers

27 点作者 rheeseyb将近 13 年前

9 条评论

avolcano将近 13 年前
This is not a free engine for HTML5 games. You are required to sign up to release a game on their proprietary * distribution platform* and give them 30% of your net revenue. Very misleading headline.<p>From the page:<p>"We supply your team with the Turbulenz HTML5 JS engine and all the Turbulenz APIs, free of charge. You bring a great game that embraces the way the web works; dynamic, social, and connected. We provide engine technical support, payment processing, analytics, game marketing services, and in some cases we may fund or co-fund the development of your game.<p>"The end result is a direct revenue stream, full control over the marketing of your game, and your game reaching millions of game players on many different devices and web destinations. Developers retain 70% of all net revenues."<p>Oh, and their platform seems immediately awful too, considering that you need to sign in to even SEE a single game they're offering.<p>A shame, too. Was hoping for a nice, free alternative to the Impact Engine (<a href="http://impactjs.com/" rel="nofollow">http://impactjs.com/</a>).
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Malcx将近 13 年前
Where/how can I see a demo?<p>And don't think you need my email or facebook login before I've seen what you offer and whether it's any good.
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kitcar将近 13 年前
Here is the demo Video of it: <a href="http://www.youtube.com/watch?v=gjLaNjkYnrI" rel="nofollow">http://www.youtube.com/watch?v=gjLaNjkYnrI</a> (Gameplay starts at ~00;40)
NickPollard将近 13 年前
EDIT: As I mention in a reply below, this is now working for me after force enabling WebGL in chrome for ATI cards. My apologies to David and the team for jumping the gun.<p>----<p>I get "Turbulenz is not currently supported on your platform, but we're working on it!" running Chrome under Ubuntu.<p>Sure, Linux gaming isn't a big market, but surely one of the big points of HTML/web gaming is cross-platform support?<p>I wish these guys luck - I actually interviewed there a while back, and the technical members really know their stuff - but I think they've got a few more barriers to cross first to get to 'it just works'.
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tinco将近 13 年前
I am a bit disappointed, they promised a lag free network stack, but they just use websockets, so that's an empty promise. You can't have realtime multiplayer without UDP.
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TimJRobinson将近 13 年前
The technology and features of the engine and platform look awesome! That quake demo is really slick (and seems it was released 2 years ago, would be nice to see some newer videos).<p>I'm worried about the pricing model though, you say it's free but on the developers page it mentions that Turbulenz is able to put any game developed with it on their site at any time they like. That doesn't sit right with me and perhaps you could improve that in some way to attract more developers to use the engine (I can see you're following in apples footsteps but you really don't have the market power apple has).<p>Also when I went to the main website it's telling me Javascript is disabled even though it's not. I'm running Chrome V22 (the latest beta) on Windows 7 and have whitelisted the domain in adblocker to no avail.
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teamonkey将近 13 年前
From the whitepaper:<p><i>"As a comparison, the Turbulenz Engine is equivalent to the Unreal engine."</i><p>Really?
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bazookaBen将近 13 年前
both games aren't loading , i checked the console and it says assets not loading
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kevingadd将近 13 年前
I love how all the people trying to sell the latest and greatest HTML5 game engine solutions don't seem to understand what matters to actual developers:<p>First, the pipeline for actually building the game - what's the workflow like, what's your build system like, how easy is it to integrate with existing tools... If you're going to compare yourself to the goddamn Unreal engine, you had better at least have an answer to the utterly AMAZING tools they provide for artists, programmers, and other developers. Real game developers don't give two flying f--ks about whether you have Tumblr integration if they have to write a bunch of JSON to build levels and integrate into your build pipeline (and it's probably being generous to assume that their tech is sophisticated enough to use JSON files).<p>Second, the experience for players - sure, you've got a deferred renderer and a network stack. How much latency does your network stack introduce on top of the actual round-trip latency between the player and the server? How efficiently is your network stack able to use bandwidth (and is your prediction good enough to let me send less traffic for state updates?) How much memory and video memory do your demos use compared to a somewhat equivalent native app - will my players need a machine that's twice as beefy just to run a game in the browser using your tech? What are the average framerates like on an average machine - the canned videos suggest the framerates are bad, but actual runtime performance isn't even mentioned. How do you handle deploying assets for a game with a large amount of assets - is the player going to have to download 250MB of game textures and sounds into his cache every time he plays because you haven't done anything to cache them locally?<p>Toy demos like the one in the demo footage (<a href="http://www.youtube.com/watch?v=gjLaNjkYnrI" rel="nofollow">http://www.youtube.com/watch?v=gjLaNjkYnrI</a>) are basically only useful for demonstrating that it is possible to run toy demos. In the real world, you need to actually prove that you can run real games on your technology by running real games. It's all the more insulting that this toy demo seems to have repurposed assets from one of id's games in order to promote a product that these guys are trying to sell to you - I hope they got id's permisssion...<p>How about instead of trying to compare yourself to Unreal, you start with a lower target: Unity. Can you provide performance comparable to Unity across various target platforms, along with something approaching their ease of development and distribution? If you can't even compete with something as cheap/affordable as Unity on those points, then what is your unique value add that makes you a look? If the answer is nothing, well then, good luck - hopefully you have enough VC funding to burn that maybe you can be competitive before you run out of money.<p>EDIT: Oh, that's sneaky. If you dig into some of their documentation, it turns out that they <i>require a custom binary plugin</i> to support some unknown subset of their feature list because 'browsers don't support them yet'. So this isn't even technically an HTML5 engine; it's more like a native engine with partial HTML5 fallback.
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