JavaScript game development: Unterschied zwischen den Versionen
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* JS Spryjinx ([[user:c3o|c3o]]) | * JS Spryjinx ([[user:c3o|c3o]]) | ||
: Prototype exists | : Prototype exists | ||
− | * AjaxGo | + | * AjaxGo ([[user:c3o|c3o]], [[user:lfittl|lfittl]]) |
+ | : Prototype real soon now | ||
== Interested parties == | == Interested parties == | ||
* [[user:c3o|c3o]] | * [[user:c3o|c3o]] | ||
+ | * [[user:lfittl|lfittl]] | ||
== References == | == References == |
Version vom 21. August 2007, 14:53 Uhr
Why would anyone do that? Because on two recent cool devices, JavaScript is the ONLY option for open, unrestricted application development. Because making games in JS is a hack and a challenge. Because few people have pushed the technology to its performance limits yet. And because we can.
[This page is in English because its subject is not limited to the Metalab]
Platforms
- Wii!
- iPhone!
- Regular old boring computers
Technologies
- DHTML/DOM animation
- Canvas (Opera: 2dgame context)
- Wii Remote API & Events Library
- Moz Tech: XUL, XBL etc... no real justification for those though.
- Upcoming canvas 3d context
What to do
- Start a wiki?
- Build a library? Input handling, sprite animation, collision detection, SFX, etc etc. Needs more research.
- Organize a competition like PyWeek
Projects & Ideas
- JS Spryjinx (c3o)
- Prototype exists
- Prototype real soon now
Interested parties
References
- iPhone Dev Camp Germany (date unannounced)
- JavaScriptGamer.com Arkanoid tutorial (uses Prototype)
Notable games
Multiplayer
Single player
iPhone
Experimental
- Canvex FPS
- Moon lander
Lists/indexes