HTML5 gaming at SF HTML5 and Google
This past week I’ve been out in California on serious Mozilla duty, but aside from all that hard graft I took some time out to give a couple of talks on HTML5 gaming. One of the talks was at SF HTML5 in San Francisco, and the other was at Google HQ in Mountain View (yes, the place with the slides and shit).
Albert Ward has kindly translated this page into Bulgarian. Thanks!
This past week I've been out in California on serious Mozilla duty, but aside from all that hard graft I took some time out to give a couple of talks on HTML5 gaming. One of the talks was at SF HTML5 in San Francisco, and the other was at Google HQ in Mountain View (yes, the place with the slides and shit).
State of HTML5 gaming at SF HTML5
I'd like to thank Vanessa Wang at Kaazing for inviting me along to talk at SF HTML5 about the state of HTML5 gaming. I had a great time and I loved the intimate feeling of the venue.
I must apologise to the attendees about the delay at the beginning; there were some annoying AV issues that prevented my laptop from working properly.
Here is the official outline of the talk:
During this lunchtime slot Rob will bring you up to speed with the HTML5 and JavaScript game development scene. He'll show off some of the best games that are already out there, highlight the key lessons that he's learnt, and cover the technologies and game engines that you need to be looking at. Interested in making games on the Web? Definitely don't miss this talk.
Slides
Video
My feedback
- Small audience (40)
- Intimate feeling, which worked because the room was also fairly small
- Audience felt comfortable raising their hand to ask a question during the talk
- Some great minds in the audience who were asking relevant questions
- Interesting conversation after the talk, like finally getting to meet the PubNub guys
- Had issues with AV, which delayed the talk by 10 minutes
Resources
- Acquisition of HTML5 gaming engines
- Gaming conferences
- onGameStart in Poland this September
- New Game in San Francisco this November
- Facebook getting involved in HTML5 gaming performance
- Technologies
- Canvas for 2D graphics
- WebGL for 3D graphics
- HTML5 Audio
- WebSockets for network communication
- Local Storage for client-side storage
- Node.js for JavaScript on the server
- Socket.IO WebSockets module
- MongoDB & Redis for server-side storage
- Existing games
- Quake II port by Google
- Minecraft map viewer
- Word² - massively multiplayer Scrabble
- Freeciv - Civilisation clone
- Rawkets - my multiplayer space shooter
- Others on HTML5Games
- Control systems
- JavaScript touch-based control system for iOS by Seb Lee-Delisle
- Turn any smart phone into an intelligent controller with Brass Monkey
- Game engines
- Libraries and services
- Box2DWeb for physics
- Motion.js for multiplayer network syncing
- Joyent No.de for Node cloud hosting
- Pusher for real-time communication
- Kaazing for self-hosted WebSockets communication
- ElectroServer 5 for self-hosted communication and game server for logic
- Better animation with requestAnimationFrame
Inside Rawkets at Google
I was invited by Seth Ladd (Developer Advocate for Chrome) to come and talk about Rawkets and multiplayer HTML5 gaming at the Google HQ in Mountain View. I didn't need to be asked that twice!
Here is the official outline of the talk:
In this talk Rob will take you on a journey through the development of Rawkets, his HTML5 and JavaScript multiplayer space shooter. He will place particular focus on the issues that plagued the early progress, as well as the subsequent solutions that helped make it the ever-so-slightly addictive game that it is today. Expect theory, examples, and plenty of code in this light-hearted look at game development with the latest Web technologies.
Slides
Video
My feedback
- Small audience (40–50)
- Challenging considering that the audience had a wide range of skill sets (this is Google after all)
- Audience felt comfortable raising their hand to ask a question during the talk
- Excellent questions and observations made throughout the talk by the audience
- Superb and easy-to-use AV setup
Resources
Many of the technologies and resources mentioned in this talk are similar to those mentioned at SF HTML5. The ones listed here are the ones that are different, use the previous list for the others.
- Rawkets - my multiplayer space shooter
- 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 to keep your game server up and running after a crash