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Posted 14 January 2012 - 12:33 PM
Posted 22 January 2012 - 01:41 PM
Posted 22 January 2012 - 03:01 PM
I think you'd run into performance problems trying to run a HTML5 game on iPhone or Android. Even on a PC it doesn't run too well.
Check out my book, Game Development with Unity, aimed at beginners who want to build fun games fast.
Also check out my personal website at bryanwagstaff.com, where I occasionally write about assorted stuff.
Posted 04 February 2012 - 05:06 PM
Last time I checked my little prank game seemed to work on an android. But sadly I didn't think about mobile browsers while making the input class....
Posted 06 February 2012 - 10:54 AM
Posted 10 February 2012 - 06:43 AM
Posted 23 February 2012 - 07:27 PM
Google Chrome Frame seamlessly enhances your browsing experience in Internet Explorer. It displays Google Chrome Frame enabled sites using Google Chrome’s rendering technology, giving you access to the latest HTML5 features as well as Google Chrome’s performance and security features without in any way interrupting your usual browser usage.
The Google Chrome Frame plug-in works in Internet Explorer versions 6, 7, 8 and 9.
The plug-in launched one week before Google's extended preview of Google Wave, which leverages HTML5. Microsoft protested the technology, arguing that it breaks IE 8's privacy features and poses a security threat.
Mitchell Baker, former Mozilla CEO and current chairperson of the Mozilla Foundation, and Mike Shaver, Mozilla's vice president of engineering, both lamented Google's release of Chrome Frame in blog posts. The browser experts, who helped Mozilla's Firefox browser reach 23.8 percent market share largely at the expense of IE, are concerned Chrome Frame will further muddy the already cloudy waters of a fragmented browser market.
Posted 26 February 2012 - 10:33 PM
Posted 28 February 2012 - 12:59 AM
Pretty much anything that requires complex rendering. Scaling, rotation, etc. Also it's much faster at showing many sprites and such. Basically it's a framebuffer and it was made specifically for games (there are other uses, but games were one of the main reasons if I recall correctly). It may be overkill for an UI you could easily express in HTML, but for complex 2D games it's pretty much the only reasonable solution if you want decent performance. DOM is just too slow at rendering and also you'll be messing up with the HTML semantics, which can carry an even worse accessibility issue than not implementing accessibility at all if not handled properly (since you could end up feeding wrong information).
I personally do not recommend canvas (yet) because I still have a belief that if you are going to make a browser game/app, then it should be accomplished through HTML/CSS manipulated via JS. I say 'yet' because I am still ignorant at what canvas is after, and that I have accomplished a lot without it.
Posted 28 February 2012 - 11:52 AM
Posted 29 February 2012 - 01:40 AM
The main difference between setTimeout and setInterval is that the former just calls the callback once while the later keeps calling it constantly (until explicitly removed). Both have exactly the same timing accuracy issues I mentioned before, which is why I suggest against using them for timing purposes and suggest getTime for the job instead (leaving setTimeout/Interval for just keeping the main loop going on regularly).
Edit:: Also I'll have to check out the setTimer instead of setInterval. I found when I cut down on globals and wrapped properties/methods within an object it seems to perform very well.