Posts Tagged ‘GAMEDEV’
Khronos announced today that WebGL, the great OpenGL web hope, is now officially final for the 1.0 version. Khronos announced this today via the GDC and their website, it was also mentioned at Gamasutra.
There is already a thriving middleware ecosystem around WebGL to provide a wide diversity of Web developers the ability to easily create compelling 3D content for WebGL-enabled browsers. These tools include: C3DL, CopperLicht , EnergizeGL, GammaJS, GLGE, GTW, O3D, OSG.JS, SceneJS, SpiderGL, TDL, Three.js and X3DOM. Links to these authoring tools and WebGL demos can be found at www.khronos.org/webgl/wiki/Main_Page.
It will take some time for WebGL to propagate. It is ready and on in Chrome and Firefox by default in betas. Safari it can be enabled via app parameter. IE and MIcrosoft have yet to chime in, will we see DirectX for the web or adoption of WebGL. Time will tell… Until then Unity and Flash with the 3d api Molehill are forging ahead. I am sure we will see an export to WebGL for Unity down the line but there are still some interesting script execution speed issues that compiled code in Flash and Unity Web Player will still be faster on.
So Khronos isn’t stopping at WebGL, they are now tackling WebCL or OpenCL for the web just like WebGL is OpenGL for the web (currently at the OpenGL ES 2.0 level which is nice because that is big on mobile — mobile and web games are at about the same level).
At the Flash Games Summit today there was good news from Unity and Adobe about the Flash 3D API called Molehill. Adobe’s Flash 3D API Molehill public preview was released and Unity announced they will be adding export support for it.
New features available in the current Incubator build include:
- “Molehill” 3D APIs for Flash Player and AIR — A new set of low-level, GPU-accelerated 3D APIs that enable advanced 3D experiences across devices through the Adobe Flash Platform runtimes.
- Cubic Bezier Curves — Using the cubicCurveTo drawing API, developers can easily create cubic Beziers without requiring custom ActionScript code.
This is really a new era of browser based game development support that is going to be very exciting. It was announced at the Flash Games Summit by Thibault Imbert (Adobe Product Manager) and Lee Brimelow (Adobe Platform Evangelist) after they explained and showed examples to the audience of what “Molehill” could do for flash games.
Thibault has a list of available Molehill enabled 3D engines already:
Also a test of hardware accelerated molehill vs software rendered flash:
- Check 2D animation with the display list (check your CPU usage)
- Check 2D animation with Molehill (check your CPU usage)
Flash Molehill is coming and Unity will be targeting it for export. Unity states that they will allow it as an export option just like there are mobile options for iOS and Android.
These are exciting times. Today, at the Flash Gaming Summit in San Francisco (of which we’re proud Gold Sponsors), Adobe has announced the public availability of a beta version of the Flash Player, codenamed Molehill, that has a very interesting new feature: hardware accelerated 3D support.
Molehill exposes a very low-level shader-based interface to the graphics hardware. Adobe has decided to focus on that low-level part, and do that really well. The molehill pre-release will not be shipping with a 3D engine, scene building tools, model and animation importers / exporters, physics, lighting or lightmap creation tools, etc.
The article states that Unity will be keeping the Unity Player and the developer will decide when to target Flash or Unity Players or other platforms like desktop, mobile that are currently available and use the rendering platforms that work best with each (DirectX/OpenGL/OpenGL ES/Molehill… maybe WebGL in the future).
Q. Is this the end of the Unity’s own Web Player?
Absolutely not. The Flash and Unity Web Players both have their strengths. We’re excited by the opportunity to target the Flash Player and all of its features with Unity, but there will be plenty of experiences that the Unity plugin is better suited for. It will be up to developers in the end, to decide whether they want to target only the Flash Player, only the Unity Web Player, or some combination of the two (now things are getting interesting!)
Q. What programming language will I use?
You’ll have two options:
- For people with a Flash background:
Target our ActionScript API directly from Flash. Think:
var go:GameObject = new GameObject(“Just normal ActionScript 3 code”);
- For people with a Unity background:
Adobe is good to move to a model where hardware acceleration is part of the platform. Since Molehill is low level and competing products like Unity, WebGL, and others would take that in time, opening it so others can build tools on their platform will attract interesting new developments like this.
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
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!
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.
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’.
Besides recently becoming the most popular configuration in the entire iPod lineup, the iPod Touch “has become the most popular portable game player in the world,” Jobs chimed. “The iPod Touch outsells Nintendo and Sony portable game players combined. It has over 50 percent market share for both the U.S. and worldwide.”
- DS = 125m
- iOS devices = 120m
- PSP = 62m
- DS = 718m games sold
- PSP = 252m
- iOS games = 1.5B games and entertainment
However, as Mike Capps commented to Gamasutra in our interview immediately following the event, “Right now, I can display from my iPad to my Apple TV on a big screen TV. How far away are we from ,’That’s my game console, and it’s displaying wirelessly to my television set?’ It’s not far away.”…What will that mean? What form will it take? How soon will it come? All unanswerable. But Sony, Nintendo, and even Microsoft are all officially on notice as of today.
Do consoles anchored to a TV suddenly seem like the old way?
To the argument that the Appstore is full of bad games, it is, but it is also the secret to their success. Apple built a platform and let indies in. Apple was very critisized about their approval process but Playstation, XBOX, Nintendo Wii, Nintendo DS, Sony PSP all have more harsh approval processes and dont’ even let indies begin developing until they approve. The result is higher quality games on the latter devices however it is the same problem the web brought.
I think that was Nintendo and Sony’s downfall in that they didn’t jump on the downloadable store AND allow indies in. There are lots of fart apps that come with allowing almost everything but you also get stuff like Angry Birds, Monster Dash, Real Racing, 2XL, Gameloft etc. I’d rather let everything in and let the charts decide what is best rather than it be a closed market to indies from even trying. But that comes with lower quality games for the most part except those standouts that might have been rejected on Nintendo or Sony platforms. 99% of the Appstore is crap but 1% is awesome, that 1% might be bigger than the quality games that make it to the PSP or DS.
Pretty sweet web racing advergame for Disney’s The Sorcerer’s Apprentice by C4RL05, made with Unity. Carlos Ulloa is of course the same dude that made the Unity HelloRacer. He is also famous for starting Papervision3D for Flash but has been doing some amazing work in Unity for more immersive 3D experiences.
The game is another example of how when you need really immersive experiences for advergames or brands, Unity is looking like a great choice. Unity isn’t perfect for many things that Flash is such as video, 2d games, mixing media, mic/cam apps, and data, but for games where 3d is required it seems to be the way to go.