Cocos2D is a game engine similar to Flash in that it is a 2d engine but it natively renders to OpenGL ES. Cocos2D-iphone was originally a port of Cocos2D, a python game engine. But the similarities to Flash and DisplayObjects = Nodes, Sprites, Scenes, Layers etc. This helps to port games over fairly quickly or start in productive in cocos2D.
To see a small sample of what is on offer, please check out the demo section.
cocos2d engines are now available on almost all platforms, so if you are building a 2d game and need a 2d engine typically with Box2D physics, cocos2d offers lots of ways to get the game out there with some porting work.
- cocos2d-iphone (mobile)
- cocos2d – original python (desktop)
- cocos2d other
Firefox 4 in beta to be released soon, also joins the WebGL ranks with Chrome 9. Safari has it in nightlies and IE hasn’t even mentioned it.
There really is too much to list as this release is feature packed! Of course the most exciting being WebGL and hardware acceleration from our perspective.
Firefox 4 now has WebGL enabled by default. Based on the original 3-D Canvas work by Vladimir Vukićević, this is being
widely implemented in browsers. The WebGL spec is on the short path to a 1.0 release and we’re very excited to see this be used in the wild.
Hardware acceleration has finally arrived even though it should have been in nearly all platforms for web last decade, but we’ll take it.
Firefox 4 supports full hardware acceleration on Windows 7 and Windows Vista via a combination of D2D, DX9 and DX10. This allows us to accelerate everything from Canvas drawing to video rendering. Windows XP users will also enjoy hardware acceleration for many operations because we’re using our new Layers infrastructure along with DX9. And, of course, OSX users have excellent OpenGL support, so we’ve got that covered as well.
WebConsole looks like they are joining Chrome and Safari with built in inspection tools similar to Firebug, however Firebug still available.
Firefox 4 will include the Web Console. This is a new tool that will let you inspect a web page as it’s running, see network activity, see messages logged with
console.log, see warnings for a page’s CSS, and a number of other things.
Note this that is something that we’ll be including with Firefox 4 directly. It’s not an add-on.
(Also Firebug will be ready for the final Firefox 4 release.)
Firefox 4 has other improvements like layering (in-memory retained layers), caching/scheduling improvements and lots of other performance enhancements.
2011 is looking like the year all this is coming together, at least for Chrome, Firefox, possibly Safari (need WebGL in main release) and IE is still the biggest problem to getting WebGL. At this point WebGL looks like it is still over a year out as it may not come to IE until IE10 or possibly never, the WebGL 1.0 spec is on the fast track though (don’t we all love Khronos? They have been amazing with OpenGL since they took over). html5 is looking like it will be close to mainstream by the end of this year depending on the install rate of IE9 when released.
The world is waiting to see if Microsoft implements WebGL or tries the old DirectX/D2D only ways. Nevertheless, getting a push for hardware acceleration and fast renders in 2d/3d is a very sweet direction.
There is an article at gamasutra about Flash vs. Unity for the future of web 3d games. But it really is the future of true, hardware accelerated gaming, applications and interactives, not just 3d but massive, immersive 2d+3d works/projects on the web and available via browser.
Adobe, or Macromedia previously, owned 3d games with Director (8.5 with Shockwave3d) for a time, but that was really before mainstream was ready (2000-2001-ish). There was a lack of computers with dedicated video cards and GPUs. Today, even the bottom line computers have a decent video card. Also, the surge in mobile and the need for native level access to graphics hardware has spawned this new battle (Thanks Apple!).
Unity has the pipeline, 3d and has been doing that well since 2005/6. They emerged from Director and even have some members of the Director team working at Unity. Adobe is just getting back into this, they dropped Director (or left it wavering) and are now going to attack on the Flash level not just against Unity but to hardware accelerate it for mobile and better video playback hopefully (they currently hardware accelerate scaled video to full screen).
Like the Silverlight vs. Flash product competition, Unity vs. Flash is actually a good thing for developers and both platforms. With Torque3d wavering, html5 and WebGL more than a year out (and WebGL maybe 2-3) for broad mainstream support (I am looking at you IE), this is the time for Flash to move on this and Unity to keep going they way they have. Hardware acceleration makes these plugins relevant and ahead of the current standards emerging in html5 and WebGL.
I love using both tools and they have come a long way since painful Director lingo/w3d/plugin hell for hardware accelerated gaming, apps and interactives. The gaming industry and web are merging, these two products should get a good portion of that projected $87-billion total game market’s annual revenue in five years, as investment advisor Digi-Capital predicts.
It is also a great time to be a developer having these companies vie for developer support. It is exciting that hardware acceleration, 3d games, and widening game industry are all emerging and will be a big thing for the next few years at a minimum.
It is finally time to kick it up a notch. Game on!
EaselJS is a new library from Grant Skinner that somewhat mimics the Flash display list/display object heirarchy. It is the result of the game Pirates Love Daisies which demonstrates some great gameplay in html5.
The API is loosely based on Flash’s display list, and should be easy to pick up for both JS and AS3 developers. In our preliminary testing, Easel appears to be fully compatible with iOS, Android, and all major browsers that support the canvas element.
The API contains these familiar classes for Flash/AS3 developers:
Abstract base class for all display elements in Easel. Exposes all of the display properties (ex. x, y, rotation, scaleX, scaleY, alpha, shadow, etc) that are common to all display objects.
The root level display container for display elements. Each time tick() is called on Stage, it will update and render the display list to its associated canvas.
A nestable display container, which lets you aggregate display objects and manipulate them as a group.
Draws an image, video or canvas to the canvas according to its display properties.
Displays animated or dynamic sprite sheets (images with multiple frames on a grid), and provides APIs for managing playback and sequencing.
Renders vector drawing instructions within the context of the display list.
Good news for the beginning of hardware accelerating the web, WebGL will now be part of the main Chrome releases not just a compile option for Chromium nightlies.
Google Chrome 9 enables WebGL support by default. “WebGL is a new web technology that brings hardware-accelerated 3D graphics to the browser without installing additional software” and it can be used to create cool applications like Google Body Browser, Field, Aquarium and more.
The update for Chrome 9 also sandboxes Flash, WebGL and plugins like extensions and tabs so that using them will be more secure and not crash the browser or the tab. Hopefully Safari has this soon, and then a few years from now IE may get it. Or they will put out their own DirectX web plugin so everyone has to write it twice like currently in game development. /sarcasm
WebSockets and many other great features are now available across the iOS devices that are updated to iOS 4.2.
You can test your devices for WebSocket support and I just tested iPad and iPhone/iPods on iOS 4.2 and it is a go.
The update also adds some other excellent Safari browser features including:
- As mentioned, WebSocket support
- Accelerometer support
- Improved SVG and Canvas rendering
- Better Ajax
The new Safari on iOS 4.2 makes the iOS platform the current best html5 mobile solution for interactive apps and games in the browser. This should add some fun in terms of interactive web, games and better web experiences for iOS users.
- More on new features in iOS 4.2 Safari
- Test your browser for WebSockets
We hope they add in WebGL support soon, there was mention of WebGLRenderingContext but not supported in browser yet.
Helpful tool for taking vector art from Adobe Illustrator .ai assets and exporting them as html5 with canvas script.
John Nack from Adobe has been presenting Adobe tools exporters to html5 recently. One is a Flash to html5 convertion tool. It looks good for converting flash vector assets to html5, but you could also use the Illustrator exporter to html5 (canvas/svg) for static assets.
This converter doesn’t appear to do anything for scripted animation or code, just exporting assets via old skool timeline. But this is definitely the right idea.
Silverlight launched in 2007 to compete with Flash as a rich media and internet app toolkit. Microsoft had failed before with Liquid Motion competing with Flash back in late 90′s early 2000′s. Now, over 10 years later, Silverlight might be dying as a technology that was another competitor to Flash, due to poor timing and lack of committment.
I asked Bob Muglia, the Microsoft President in charge of the company’s server and tools business, that very question and got what I consider to be the clearest answer yet about how Microsoft is evolving its Silverlight strategy.
“Silverlight is our development platform for Windows Phone,” he said. Silverlight also has some “sweet spots” in media and line-of-business applications, he said.
But when it comes to touting Silverlight as Microsoft’s vehicle for delivering a cross-platform runtime, “our strategy has shifted,” Muglia told me.
Silverlight will continue to be a cross-platform solution, working on a variety of operating system/browser platforms, going forward, he said. “But HTML is the only true cross platform solution for everything, including (Apple’s) iOS platform,” Muglia said.
Silverlight was launched as a competitor to the Flash Flex framework and competing with Flash video most of all. This was before the H.264 battles, right when the mobile scene blew up and changed the game immensely. It was actually nice when it launched because it pushed Adobe on Flash and Flex (Flex was even later merged into the Flash brand to help it be more consistent like Silverlight). This was good for the whole interactive space.
Microsoft is now going with an HTML5 strategy. The odd thing is that the Windows Phone is entirely Silverlight driven, no html5 support. So is Microsoft going to leave their new mobile platfform high and dry due to this change in strategy? It just seems so short sighted and reactionary over at MSFT that everything is wavering. Who’s developing just silverlight for just Windows Phone? The timing of them stating this couldn’t be worse for Windows Phone.
Microsoft’s html5 strategy is hardware accelerated, something that Silverlight only partially has like Flash (though Adobe is changing that). It is apparent that mobile has changed even the rich internet applications game as well as gaming in that we are back to multiplatform, native apps and non browser plugins for web content (mobile devices support no web browser plugins at all let alone Flash or Silverlight). Still for the next 2-3 years limitations in hardware on mobile devices prevents anything software rendered to be fast (including html5 canvas and svg if there is no hardware acceleration), and due to this slowness, not able to compare/compete to compiled native apps that do have hardware access. This has forced Adobe and now Microsoft to change their strategies to get through it. We may see a resurgence of Flash and Silverlight like plugins on mobile browsers but not for years.
The only real place we see Silverlight is over at Netflix (maybe they will go html5 video or Flash video) and on Microsoft shop client apps. It appears with no support from Microsoft it will fall out of favor faster. Microsoft developers are usually forced to go with what Microsoft is recommending as much of it is sold through a business channel rather than developers now. It is good html5 and standards will be more prevalent in that ecosystem as long as they don’t start marginalizing it to proprietary elements. But if you step back and see the rumors a week ago that Microsoft might be interested in Adobe, the mobile surge and strategy shifts at Microsoft, it seems to send out a clarion call that Silverlight is over or the credits are about to roll.
The mobile surge, standards, native, hardware acceleration and cross platform aims of current market leaders, we have the new game, again. It doesn’t appear like Silverlight was, or will be, a success.
It’s about time. Here at drawlogic we have been pushing hardware acceleration in Flash as it died in Adobe’s Director product that is all but history. Director was horribly not useful as a programming tool but Flash and AS3 have become a great environment, the only thing missing was getting past software rendering limitations to use hardware acceleration that have been made more apparent by mobile devices which are like late 90′s early 00′s computers.
With Flash gaming being so huge and competitors like Unity it is surprising it took this long but it seems Flash and AIR development will be kicking up a notch in 2011 with hardware acceleration.
Adobe has finally delivered or will so in 2011 on this pressing need.
It’s a good thing ByteArray (Thibault Imbert – the man inside) got in there at Adobe he has been there delivering killer stuff and presents a video on Molehill on Adobe Labs showing this new tech.
“Molehill” is the code name for a new set of low-level, GPU-accelerated 3D APIs that will enable advanced 3D experiences across screens through the Adobe® Flash® Platform runtimes. These new low-level APIs will provide advanced 3D and 3D engine developers the flexibility to leverage GPU hardware acceleration for significant performance gains. Today, Adobe Flash Player 10.1, renders thousands of non z-buffered triangles at approximately 30 Hz. With the new 3D APIs, developers can expect hundreds of thousands of z-buffered triangles to be rendered at HD resolution in full screen at around 60 Hz. Using the new 3D APIs in Flash Player and AIR will make it possible to deliver sophisticated 3D experiences across almost every computer and device connected to the Internet.
Developers will be able to create content through the upcoming Flash Player beta program starting in the first half of 2011. To leverage the 3D features exposed in Flash Player during the beta period, developers will use Adobe Flash Builder™ or the Adobe Flex® SDK with an updated SWC exposing the required APIs.
More on the capabilities and rendering tech:
Developers were told to expect “hundreds of thousands of z-buffered triangles to be rendered at HD resolution in full screen at around 60 Hz” under the new APIs, compared to “thousands” of un-z-buffered, 30Hz triangles under the current Flash Player 10.1.
The acceleration will rely on DirectX 9 standards on Windows, OpenGL ES 1.3 on Macs and OpenGL ES 2.0 on mobile platforms, and potentially puts Flash more directly into competition with 3D-centric web game engines such as Unity.
We are very excited about this development and what it means to Unity, WebGL and other technologies that have filled the gap. With Adobe making this change and recent tool support for html5 it seems the old Macromedia innovative spirit has been awoken. I only wish it could have kicked into high gear in 2007-2008 when mobile made native and hardware acceleration necessary again and probably for good.
As we learn more and get our hands on it we will be posting much more on ‘Molehill’.