Posts Tagged ‘html’

Tuesday, December 3rd, 2013

There are tons of javascript engines out there that are partial or full game engines for javascript and html.  Choosing one is quite difficult so Breakouts is there to help you compare with a common game ‘Breakout’ across all your favorites and some you might not know.

Feature Comparison

Current Breakouts

Thursday, December 15th, 2011

Thank you Microsoft.  You have helped to make it easier to produce and convince clients and collegues to use html5 with your latest decision.

Since you are updating Internet Explorer in automatic updates to IE9  currently and hopefully for the future versions. Developing for the web became better as #html5 with canvas goodness is now market ready! (in a nearer term rather than a year or two possibly – still some time to propagate).

Good news, everyone! Microsoft has decided that the time has come to make sure that all users of Internet Explorer are using the most current version possible. To accomplish that goal, they’re turning on automatic updates.

Yes, Internet Explorer patches and new major versions are already available via Windows Update. But to move from one version to the next, it’s never been a fully automatic process. There’s a separate install window that appears for installing, say, Internet Explorer 9. For many users, the additional steps required were often enough to prevent them from installing a new version.

To clients, developers can now say that IE9 and up is the best target since Microsoft themselves are updating the browser in Automatic Updates for security and a better experience.  They can tell clients that is is acceptable to build in html5 with canvas and with less tedium in making things work for IE7 and IE8, less middle man proxy technologies. Microsoft will also be less of a bad name for developers stemming from IE6 and lagged, slow upgrading software progress and users. For many clients that were risky on projects this wasn’t an issue, but deciding what tech to use and convincing others with so much old IE out there was difficult.  Hopefully this helps soon.

Ryan Gavin, Microsoft’s senior director for Internet Explorer, pointed out several benefits. The overall security of the Windows user community will be improved as outdated browsers are replaced, developers can focus their attention on building sites using modern web code, and those who surf with IE will be able to enjoy the full Beauty of the Web.

Browsers that silently update like Chrome are the best model, but automatic software updates are also good. html5 is on soon when this kicks in across the world, it seems Microsoft plans to do this at different times around the world.

And so from now on, Internet Explorer will quietly update itself just as Windows does. Starting in January, users in Australia and Brazil will be the begin receiving automatic IE updates. Microsoft will then gradually extend coverage to other parts of the world as time goes on.

This news comes on the same day that Chrome 15 is now the most used browser in the world. IE9 could take the top spot for a while if all IE versions move to IE9 as IE is still 40% of the world share in browsers for all versions.

Ship it! html5 has entered the arena officially. And so it begins…

[source from geek.com + microsoft]

 

Sunday, April 5th, 2009

Torque3D seems to have full featured browser surfaces that you can use in the 3d engine seamlessly, see the video below (at :38). This is amazing stuff.

Making games that integrate content from the web is especially required these days.  It is a difficult thing to do within the 3d render because of all the plugins, styling etc that needs to be rendered on a 3d surface.  Well Torque3D has a killer feature in that it supports entirely full features browser render on a 3d surface.  So now you can integrate html content, flash video etc in your game easily.

You can play content in flash player content easily and have stripped down html but it is limited, you can play videos and have content in Unity3d but it is limited, even larger engines like Unreal 3 have difficulty handling flash and html content.  If this is a good implementation Torque3D has a killer feature on their hands! Flash is commonly used as user interface elements and content within games but it can be challenging.  This is pretty exciting if it works as advertised. Think of how cool all the little consoles, mini-games and controls in 3d games could be in flash easily.

See at :38 in the video…


GDC 2009 – Torque 3D Web Demo from GarageGames on Vimeo.

Tuesday, December 30th, 2008

SWFAddress 2.2 has been released.  SWFAddress is pretty much THE solution for deep linking in flash and works greatly in combo with THE embedding solution into (X)HTML/Javascript for flash SWFObject.

The new SWFAddress has just arrived after seven months of active development, various contributions and lots of positive feedback from the community. The list of changes includes the following:

  • Refactored JavaScript implementation
  • New SWFAddress.swc AS3 component
  • New CS4 based Splash screen sample
  • New Digg API sample
  • New up() method for easier deep linking path navigation
  • New XSS protection that doesn’t affect special characters
  • Support for Internet Explorer 8
  • Support for custom HTTP status messages in the SEO sample
  • Improved title handling
  • Improved unload event handling for IE
  • Updated Rails sample
  • Fixed getBaseURL() for AS3
  • Fixed Safari 2.0-2.0.3 support
  • Build-in fix for the Firefox 3/Mac OSX blinking effect
  • Additional onLoad fix for application/xml content type
  • Fixed optional options parameter for the popup method
  • Cross platform build script
  • Various optimizations

I believe that this new version is pretty stable and won’t require an update soon. There are two known Safari bugs (19202 and 20355) that currently affect the project and we can only hope that they will make it’s way into the next major release of the browser.

SWFAddress has grown significantly in the last two years and it’s very likely that we’re going to provide a lite version for users who need just the basic functionality. Very soon the same API will become available for Silverlight and we’re also scheduling the development of a jQuery plugin.

Friday, November 28th, 2008

I am working with lots of content now that is flash and unity3d in game development for the web, and occasionally systems built in flash, javascript or other have to communicate with Unity3D and vice versa.  You can do this from the server side (WWW/WWWForm class or sockets) OR you can also communicate client side for many things such as sending name value pairs or variables into Unity3D, Flash or the javascript in page as needed. There are some great tools like UnityObject that is like swfobject (only you have to update it to work with latest browsers) that make this more simple to send in params and messages. The same can be applied to Silverlight. It is pretty simple all in all but having a sample to start with is good with all these technologies.

Paul Tondeur threw togetother a little sample that shows how you can integrate Unity3D, Flash and javascript in the page fairly simply with lots of great demos.  It really is just about passing parameters around into the objects from javascript, then within Flash calling ExternalInterface to call external javascript or within Unity3D calling Application.ExternalCall.

//Flash adding callback for javascript code
ExternalInterface.addCallback("functionNameInBrowser", functionNameInFlash );
//Unity3D calling javascript code
Application.ExternalCall("javascriptFunction", "Parameter1");

Nothing too tasking but if you want to see samples of this working together from flash, flex, javascript, unity3d then check it out. Zip on over to Paul’s site to grab the files and more demos and samples. All examples are bundled in one download, which includes all the Unity3D, Flash, Flex, Actionscript and Javascript files.

Here’s some demos