Jean d'Arc

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About Jean d'Arc

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  1. Monster Paw - HTML5 3D Game Engine

    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.
  2. Monster Paw - HTML5 3D Game Engine

    I am writing a 3D game engine in JavaScript [img][/img] my sanity left the box a looooong time ago [img][/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
  3. Monster Paw - HTML5 3D Game Engine

    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=""][/url]
  4. Monster Paw - HTML5 3D Game Engine

    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][/img] looking at you Microsoft). Heck some browsers that do support WebGL have it disabled by default... what's up with that ([img][/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][/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.
  5. Greetings, I've been working on a HTML5 3D Game Engine called [url=""]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][/img]