• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Jean d'Arc

Monster Paw - HTML5 3D Game Engine

8 posts in this topic

Greetings,

I've been working on a HTML5 3D Game Engine called [url="http://www.zynaps.com/"]Monster Paw[/url] for a couple of months now, which I am hoping will allow quick and easy prototyping and development of fun casual 3D web games.

The engine is written in pure JavaScript and makes use of the 2D Canvas context for rendering and JigLib port for physics and currently works on Chrome and FireFox rather well, mileage will vary with other browser.

I'd love to get some feedback from game developers about interest in such a project, is a plugin-free web based 3D game engine something you would use?

What features would you like to see?[list]
[*]Better physics
[*]WebGL
[*]3D audio (Mod music playback)
[*]Animation
[*]Support for more browsers
[/list]
Any feedback is much appreciated [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
0

Share this post


Link to post
Share on other sites
Just out of curiosity: why are you using the 2D context, rather than the 3D (webGL) context?
One benefit i can see is, that its capable of running on mobile devices, but the performance for 3D rendering through webGL is much better.

What are the advantages of your engine compared against three.js? Edited by Paratron
0

Share this post


Link to post
Share on other sites
Hi Paratron,

You are correct in that my aim was to target multiple different platforms from desktops to tablets to mobiles, from the benchmarks I have run on some devices I will need to do some further optimizations to make it work and scale across mobiles.

WebGL is a technology I am playing with and it will be the next feature I develop after the audio stuff I'm working on, the thing that bugs me about WebGL is that, unlike the 2D canvas context, WebGL is not part of the HTML5 spec and is unlikely to become widely adopted for a while if ever ([img]http://public.gamedev.net//public/style_emoticons/default/blink.png[/img] looking at you Microsoft). Heck some browsers that do support WebGL have it disabled by default... what's up with that ([img]http://public.gamedev.net//public/style_emoticons/default/blink.png[/img] looking at you Opera and Safari)?

three.js is a very impressive solution and I have much respect for the team behind it. I will be looking at using it for the WebGL stuff, however my motivation is to create a simpler and easier to use engine and associated HTML5 based tool-set, geared specifically towards the creation of casual games and game prototypes quickly and easily.

However a game engine is much more than just rendering... we are talking audio engine, physics engine, input, networking, AI, editors, scripting, resource management, packaging, deployment and so on.

The last but probably most important reason is... for fun [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] I love programming and pushing the boundaries of what is possible. Never in a million years did I ever think JavaScript would be able to run a 3D engine in a browser at decent frame-rates... so when HTML5+Canvas+Chrome+V8 showed up and blazed a trail I had to see how far it could be pushed.
0

Share this post


Link to post
Share on other sites
Fun is the most valuable reason you can get :D
Thats why I am currently creating a 2D Tilebased engine + an Asset Loader, too ^^

Let me throw a few links at you which might be interesting for you:
http://www.schillmania.com/projects/soundmanager2/
http://createjs.com
http://thinkpixellab.com/pxloader/
http://box2d-js.sourceforge.net/

maybe you can incorporate a few of those into your engine to speed development up :)
0

Share this post


Link to post
Share on other sites
Thanks Paratron, those links look interesting. However SoundManager2 has a Flash fallback and I am avoiding plugins like the plague.

I've managed to figure out Audio playback on Chrome using Web Audio, sadly Firefox implements its own audio variant and thus I had to redevelop (or try to redevelop) some of the coolness in Web Audio such as 3D panning. Here is progress so far if anyone is interested...

[url="http://www.zynaps.com/demos/mpaw/audio.html"]http://www.zynaps.co...mpaw/audio.html[/url] Edited by Zynaps
0

Share this post


Link to post
Share on other sites
The sad truth about HTML5 audio: It just isn't ready. So if you are of sane mind, you just HAVE to incorporate a Flash fallback for audio. We all hate flash like its from hell, but in case of media playback you really can rely on it.
HTML5 audio is sadly broken (and unperformant) on >80% of the browsers and devices currently.
0

Share this post


Link to post
Share on other sites
I am writing a 3D game engine in JavaScript [img]http://public.gamedev.net//public/style_emoticons/default/huh.png[/img] my sanity left the box a looooong time ago [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]

Having said that, if you could elaborate a bit more about your experiences with HTML5 audio being broken and those browsers and devices you refer to, I think we could all learn something valuable from it.

Gracias
0

Share this post


Link to post
Share on other sites
Well, to be honest - I hadn't had the chance to play with HTML5 audio in any project for now. But I've read a couple of articles about it, especially from the guys who created the HTML5 version of "cut the rope" (google for it, if you don't know it - its great!).

I will take a look around and see if I can recover some of the articles regarding HTML5 audio.
The biggest problem is that nearly every browser implements other audio formats. So you have to provide a varity of different file formats for ONE sound file to make sure they work in every major browser. But this also got better since it now looks like every browser (but IE) supports WAV files. On the other hand, WAV files are insanely huge and not very web (and mobile) friendly.

The next problem which makes sound un-attractive for games is that there seems to be a lag when you try and play/skip/stop sounds. Think about a game where you fire a laser cannon and the sound is 300ms delayed. This feels nasty to the player.
Its possible that problems are solved by now - as I sayed, I have to look around again for articles :)
0

Share this post


Link to post
Share on other sites
Other than a few glitches here and there during playback so far Chrome has proven rather stable. Will be interesting to see how Firefox stacks up once I create an audio manager for it. I guess instability is the price one must pay for using bleeding edge technology.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0