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HTML5 or platform dependent code for an online game
#414676
01/06/13 14:53
01/06/13 14:53
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
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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?
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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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Joined: Apr 2005
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fogman
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Thank you for your thoughts. Atm I´m fiddling around with cocos2d-x, which has also a HTML5 / Javascript branch.
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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
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
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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.
Last edited by fogman; 01/07/13 21:16.
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Re: HTML5 or platform dependent code for an online game
[Re: lostclimate]
#414820
01/08/13 15:31
01/08/13 15:31
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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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.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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