4. Possible Definitions
big budget & team size commerical games
high quality game play
high production value - looks good
marketing term to sell more games
My definition:
A game that has high production value
and good game play
regardless of the budget or team
size.
8. Browser Plugin
Browser Plugin*
- export to Flash /
NaCL
Khronos Group Spec
- turned off by default in
some browsers
NaCL Browser Specific
* 125 million out of +1 billion connected computers http://mwne.ws/HwBz2Y
9. ActionScript, C/C++ through Flascc
JavaScript (#pragma strict option), C#, Boo
JavaScript, C/C++ to JavaScript through Emscripten
NaCL C/C++
10. Default: Relies on specific browser caching
mechanisms.
Other: LocalStorage, dev can ask user for more space
Default: Relies on specific browser caching
mechanisms.
Other: Premium feature for caching asset bundles
Default: Relies on specific browser caching
mechanisms.
Other: WebStorage, 5-10Mb varying quota request
apis
Default: Relies on specific browser caching
NaCL mechanisms.
Other: Pepper File I/O API, WebStorage
11. Stage3D API (based on OpenGL ES 2.0)
- Win & Mac & Linux (Chrome) >2006 requires Pixel Shader 2.0,
has blacklist
- Constrained mode for previously blacklisted Intel® GMA
- Software fallback
Abstract API (DirectX and OpenGL), can make OS
specific
- Win & Mac, Linux through exporters
OpenGL ES 2.0
- Win Chrome >2009, Firefox >2010
- Blacklists with browser overrides
OpenGL ES 2.0
NaCL - Follows Chrome’s WebGL driver support
12. AGAL
Cg/HLSL – ShaderLab with #pragma specific targets
GLSL
NaCL GLSL
14. Fullscreen supported
Fullscreen supported
Different browser implementations, mostly supported
NaCL Relies on Chrome’s implementation
15. mp3, aac (video file), pcm (wav)
Handles audio conversion in authoring
- IDE supports mpeg(1/2/3), ogg vorbis, wav, aiff, mod, it, s3m, xm
HTML <audio> or new Web Audio API spec
NaCL Relies on Chrome’s HTML implementation
16. Yes, mouse lock in fullscreen Not Yet
Yes, mouse lock always Yes
Yes, mouse lock in some browsers
some browsers
requires fullscreen
NaCL Depends on Chrome Pepper API
17. TCP, Pseudo UDP with RTMFP
Provide full server implementation
TCP/UDP low level API through C# .Net/Mono
Relies on browsers implementations, WebSocket,
WebRTC will push UDP progress for games
NaCL Relies on Chrome’s implementation, WebSocket
19. OpenGL ES 3.0 spec was released by the Khronos
Group
Unity/UDK game engine/tool vs low level APIs
(Flash/WebGL/NaCL)
Frameworks on top of low level APIs
Flash – Away3D, Flare3D, Alternativa3D
WebGL – three.js, PlayCanvas.com,
CopperLicht, CloudMatch, many others
A lot of current demos use the C++ to web tech
path. There is a lot of existing content looking to
come to the web. Not so many original full AAA
games built on web tech (exception is Unity).