A look inside Rawkets - onGameStart 2011
I’ve spent the past few days in Poland attending onGameStart, the first large-scale HTML5 gaming conference. On the second day of the event I was invited to talk about Rawkets and some of the issues that I encountered during its development. In this entry I will share the materials and resources related to that talk.
I've spent the past few days in Poland attending onGameStart, the first large-scale HTML5 gaming conference. On the second day of the event I was invited to talk about Rawkets and some of the issues that I encountered during its development. In this entry I will share the materials and resources related to that talk.
In general, I thought onGameStart was a fantastic event considering that it is one of the first of its kind. I also found it refreshing to attend an event like this outside of the US and UK.
My favourite part of the 2-days was meeting the other speakers and attendees and the resulting discussions surrounding gaming techniques and the problems that we need to solve together.
I can safely say that if you're into HTML5 and JavaScript gaming then I highly recommend attending next year's onGameStart event.
Video
The talk was recorded and I'll update this entry when the video is published online by the organisers.
Slides
My feedback
- Large audience (at least 250, perhaps over 300)
- Round seminar room gave an intimate feeling
- Audience were comfortable asking questions during and after the talk
- Only issues with AV were a slightly blurry projector and no sound
- Audio and video were recorded
- Audio was clear and problem-free, although speakers had to hold a microphone as there were no lapel mics available
- Great discussion with attendees about the talk and related issues
- General feeling of inspiration as a result of the 2-day event
Resources
- Rawkets - my multiplayer space shooter
- Technologies
- Using BISON as a binary version of JSON
- Sending Volatile messages with Socket.IO
- Creating a custom namespace using the JavaScript Patterns book by Stoyan Stefanov
- Glen Fiedler's implementation of client prediction
- Valve's documentation about client prediction
- Using Monit and Forever to keep your game server up and running after a crash
- Using hook.io to docouple your game logic and increase stability
- JavaScript touch-based control system for iOS by Seb Lee-Delisle