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HTML5 or platform dependent code for an online game #414676
01/06/13 14:53
01/06/13 14:53
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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Imagine some kind of angry birds or worms (think of physics simulations, means: Stability and speed will be needed)
How would you do it, when it comes to platform independent free to play player vs. player with in app purchases and premium accounts via internet?

Would you use a different codebase for every platform (PC, Mac, iPhone, iPad, Android phones...) or would you go the HTML5 way? HTML5 seems to be easier, but will there be performance / security problems?


no science involved
Re: HTML5 or platform dependent code for an online game [Re: fogman] #414708
01/06/13 23:12
01/06/13 23:12
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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If you need stability and speed do it in C, mosync distributes to all kinds of mobile platforms; from java ME to windows mobile 8 to android. Userinterface is less easy to make nice and smooth, since you are not using the native SDK's.


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Re: HTML5 or platform dependent code for an online game [Re: Joozey] #414742
01/07/13 11:14
01/07/13 11:14
Joined: Jan 2003
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Damocles Offline
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Damocles  Offline
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the most important is to make it as easily and quickly accesible
as possible.

There Flash and HTML5 have a big advantage over any
local download/install solution.

Even worse if the player has to download and setup some libraries.

I would look into HTML5 here. (with WebGL maybe)

The physics for an agry bird game does not need a lot
of performance. (When implemented well)

For mobile platforms the best is their native APPStore
solution.
(Java here for Android)

Re: HTML5 or platform dependent code for an online game [Re: Damocles] #414769
01/07/13 14:31
01/07/13 14:31
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Germany
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fogman Offline OP
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Thank you for your thoughts. Atm I´m fiddling around with cocos2d-x, which has also a HTML5 / Javascript branch.


no science involved
Re: HTML5 or platform dependent code for an online game [Re: fogman] #414795
01/07/13 20:54
01/07/13 20:54
Joined: Apr 2008
Posts: 650
Sajeth Offline
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I absolutely love Corona SDK... laugh


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Re: HTML5 or platform dependent code for an online game [Re: Sajeth] #414797
01/07/13 21:16
01/07/13 21:16
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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I´ve done some tests and it seems that html5 in conjunction with box2d is to slow for the iPhone. So I´ve to do it the traditional way.

But for gaining attention it would be nice to have a browser version of the game. Keep in mind: It must have pvp functionality (one vs. one over the internet).
Which brings me to the next question: Client side or server side programming? PHP or HTML5 / Flash / Unity Web Player?

I begin to think that there are too much possibilities.
The bigger the choice, the harder it is to choose. tongue

Last edited by fogman; 01/07/13 21:16.

no science involved
Re: HTML5 or platform dependent code for an online game [Re: fogman] #414798
01/07/13 21:56
01/07/13 21:56
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Lübeck
box2D is a bit bloated for javascript at the moment, but depending on what you want to archieve, it shouldn´t be too hard to write your own perfectly suited physics which runs fast enough.
I really hate the unity web player and flash is also dead to me since there is the possibility to do the same without plugin and probably faster in at least some aspects.
The only big problem with webgl is that it doesn´t run iOS. But for a relatively simple 2D game inline svg could work pretty well on any platform with HTML5.

For simple 2D, I would just write everything from scratch myself, as everything else is usually too much.

Re: HTML5 or platform dependent code for an online game [Re: Slin] #414816
01/08/13 14:39
01/08/13 14:39
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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as far as client side rendering I dont even have an opinion, but for server side, if your doing it browser based, php-mysql makes a good combination for database and information serialization

Re: HTML5 or platform dependent code for an online game [Re: lostclimate] #414820
01/08/13 15:31
01/08/13 15:31
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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If it has to be realtime, I would suggest node.js and socket.io. Would be A LOT faster than PHP and it also scales much much better.


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I write blog posts at feresignum.com

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