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      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.
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AndreiBarsan

Choosing a Fast WebGL Sprite Renderer

3 posts in this topic

Greetings Gamedev.net! I am interested in some opinions on WebGL sprite rendering frameworks.

 

So far, I have been developing some prototypes in libgdx, and now I want to start my main game project using JavaScript and WebGL (I am aware of the libgdx GWT backend, but since I'm using Box2D for my game's physics, which is provided as a native library, it obviously doesn't work in browsers; moreover, I'm not especially interested in publishing the game as a standalone PC app or on Android).

 

I have been researching WebGL 3D engines (most of which obviously support 2D graphics), but I'm not quite sure which would be the right one for my game. Three.js seems to have sprite support, but I'm not sure how well it performs (I couldn't find any benchmarks).

My game is 2D, and I would therefore need a speedy sprite rendering system, such as libgdx's SpriteBatch that can handle a very large number of sprites (including particles). I am not looking for canvas support - just WebGL is fine.

I am interested in suggestions regarding a fast, simple WebGL sprite rendering solution, be it in a dedicated framework, or as part of a general 3D engine. It should also be relatively mature and actively maintained (since WebGL is still in its infancy and is thus rapidly changing).

 

If no suitable solution exists, I guess I'll end up just rolling my own and open-sourcing it!

Edited by Andrei Barsan
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60 FPS with 25k bunnies on-screen on my 3-year old laptop GPU.

Not bad pixi, not bad at all. Moreover, it seems to be really unintrusive and lightweight. It's pretty much exactly what I was looking for. Thank you! 

 

Edit:

By the way, here's the official website: http://www.pixijs.com/

They also have a nice example of pixijs working together with Spine2D (http://esotericsoftware.com/): http://www.goodboydigital.com/pixijs/examples/12/

Edited by Andrei Barsan
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Yeah i was pretty impressed myself. I think its really well designed.
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