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Prerequisites A browser with WebGL - this game has been tested on Chrome and Firefox. IE still doesn’t support WebGL, unless you’re using Windows 8.1 with IE11. Three.js library available for download from the Three.js website The Keyboard.js helper library I used for this project, created by Arthur Schreiber at No Karma. Download it from my GitHub repository A basic understanding of what Three.js
Knowing how to get from point A to point B is something many games require. Whether you’re designing a deep turn-based strategy tactics RPG or a simple puzzle game, navigating your game world often requires more intelligence from your game characters than merely pointing towards a goal and moving in a straight line. You wouldn’t want the units in your game to walk through walls. Nor would players
Efficient, realtime data transfer for modern web games WebSockets provide two-way realtime communication between a client and server, and thus are exceedingly useful in building modern web games. Browser-based games can profit from an always-on, low-latency connection by enabling the rapid transmission of information about player and global game state previously emulated by methods such as Ajax po
Today we’re going to look at an alternative to the CANVAS tag which works great for HTML5 games. The best part? It is easy to implement, and works everywhere! Though canvas is what people think of first when considering ways to render game sprites using HTML5, it is notoriously slow on older mobile devices, obsolete browsers, and many game consoles. On some legacy hardware and software, there’s NO
Five years ago, Build New Games would not have had much to talk about. The only viable option to make web games at the time was Flash. Since then, web browsers have progressed by leaps and bounds both in performance and features; and they are now capable of running pretty complex games. How complex? We don’t know yet, we’re all just getting started really. Someone pushes the envelope and wows the
Introduction, Motivation, and Goals My name is Burak Kanber. I started programming in 1999 and built my first MMORPG in Perl in 2001. Years later I attended the prestigious (and tuition-free) Cooper Union, where I studied automotive and sustainable engineering. I earned my master’s in engineering simulating physics in the powertrain of hybrid cars. I’m presently an entrepreneur and the co-founder/
Steve cradled his pumpkin spice latte as he walked into the office. It had been three weeks since the launch of his HTML5 multiplayer game, and things were going great. As Steve checked his e-mail, he noticed the account statement from his cloud service provider. “Let’s see here,” Steve muttered to himself. “Virtual server… 100,000 total hours.” Steve knew this was roughly correct, given the stati
In this article we will take a look at three popular Javascript physics libraries and one that is currently in development: box2dweb, Ammo.js, JigLibJS, and Cannon.js. For each one, a quick introduction will be given and then the library will be rated based on ease of use, performance, and feature set. Though it is possible to run any of these libraries without a visual representation, that isn’t
16 milliseconds is not a lot of time. Try eating a hotdog that fast – though I swear I’ve seen our dog go through a beef sausage in under 100 milliseconds. If you want your game to run at 60 frames per second, 16 milliseconds is all you have to get everything done: moving bullets around, creating new entities, drawing sprites, checking collisions, tracking and changing states, handling input and p
At Bocoup, my colleagues and I often laze about in antique leather armchairs, sipping Mai Tais, waxing rhetoric about important issues-of-the-day including international politics and automatic semicolon insertion. One thing I find fascinating is how people working on different types of projects have different wisdom to share: best practices for jQuery plugins are different than those for Facebook
Multiplayer and browsers When you consider making multiplayer games, there are many methods available for creating a game that friends can play online. There is a good variety of multiplayer game types - take for example a card game you play synchronously with friends. Turns are made, information is exchanged in (semi) real time and the game progresses in discrete steps. Another example, Chess, ca
Browser-based games are uniquely positioned at the intersection of the web and games, inheriting all the capabilities and resources of the web and browser technology. However they also face many of the same problems associated with developing for the web, while still retaining the intrinsic challenges of game development. One fundamental challenge of web development is providing access to the dive
Build New Games published a series of awesome HTML5 game development articles in 2012 and 2013. While we're currently not publishing new content, the current archive will continue to be available for your enjoyment. For questions or comments drop us an email. View all articles
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