HTML5 Game Development Insights.pdf

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Contents at a Glance
About the Authors�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½
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About the Technical Reviewers �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½
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Introduction �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½
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Chapter 1: JavaScript Is Not the Language You Think It Is �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½1
Chapter 2: Optimal Asset Loading �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½15
Chapter 3: High-Performance JavaScript �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½43
Chapter 4: Efficient JavaScript Data Structures �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½59
Chapter 5: Faster Canvas Picking �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½69
Chapter 6: Autotiles �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½87
Chapter 7: Importing Flash Assets �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½99
Chapter 8: Applying Old-School Video Game Techniques in Modern Web Games �½�½�½�½�½�½�½�½�½105
Chapter 9: Optimizing WebGL Usage �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½147
Chapter 10: Playing Around with the Gamepad API �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½163
Chapter 11: Introduction to WebSockets for Game Developers �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½177
Chapter 12: Real-Time Multiplayer Network Programming �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½195
Chapter 13: The State of Responsive Design �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½211
Chapter 14: Making a Multiplatform Game �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½221
Chapter 15: Developing Better Than Native Games �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½231
Chapter 16: Mobile Web Game Techniques with Canvas 2D API �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½245
Chapter 17: Faster Map Rendering �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½263
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Contents at a GlanCe
Chapter 18: HTML5 Games in C++ with Emscripten�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½283
Chapter 19: Introduction to TypeScript: Building a Rogue-like Engine �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½299
Chapter 20: Implementing a Main Loop in Dart �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½325
Chapter 21: Saving Bandwidth and Memory with WebGL and Crunch �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½337
Chapter 22: Creating a Two-Dimensional Map Editor �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½361
Chapter 23: Automating Your Workflow with Node�½js and Grunt�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½383
Chapter 24: Building a Game with the Cocos2d-html5 Library �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½395
Index �½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½�½437
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Introduction
Making games is
hard.
Even most veteran game developers don’t fully grasp the scale of how difficult it is to weave together technology,
code, design, sound, and distribution to produce something that resonates with players around the world. As
industries go, game development is still fairly young, only really gaining traction in the early 1980s. This makes it an
even more difficult process, which, frankly, we’re still trying to figure out.
In 30 years of game development, we’ve seen the boom of console games, computer games, Internet bubbles,
shareware, social gaming, and even mobile gaming. It seems that every five to eight years, the entire industry reinvents
itself from the core in order to adjust to the next big thing.
As hardware trends shift and user tastes change, modern game developers scramble to keep up, producing three
to four games in a single year (a feat unheard of in 2001, when you thought in terms of shipping two to three games in
your entire
career).
This rapid pace comes at a high cost: engineers often have to build entire virtual empires of code,
only to scrap them a mere six weeks later to design an entirely different gameplay dynamic. Designers churn through
hordes of ideas in a week in order to find the smallest portion of fun that they can extract from any one idea. Artists
also construct terabytes of content for gameplay features that never see the light of day.
A lot of tribal knowledge and solutions get lost in this frantic process; many techniques, mental models, and
data just evaporate into the air. Tapping into the brains of game developers, cataloging their processes, and recording
their techniques is the only real way to grow as an industry. This is especially relevant in today’s game development
ecosystem, where the number of “indie” developers greatly outnumbers the “professional” developers.
Today we’re bombarded with messaging about how “it’s never been easier to
make
a game,” which is true to some
extent. The entry barrier to
creating
a game is pretty low; eight-year olds can do it. The real message here is what it
takes to make a
great
game. Success comes from iteration; you can’t just point yourself in a direction, move toward
it, and expect your game to be great. You have to learn. You have to grow. You have to
evolve.
Moreover, with less and
less time between product shipments, the overhead available to grow as a developer is quickly getting smaller and
smaller. Developers can’t do it on their own; they need to learn, ask questions, and see what everyone else is doing. As
a developer, you have to find mentors in design, marketing, and distribution. You have to connect with other people
who feel your pain, and who are trying to solve the same problems and fight the same battles. Evolve as a community,
or die as an individual.
Making games
is
hard. That’s why we wrote this book; even the best of us must find time to learn.
—Colt McAnlis
HTML5 has come a long way.
It might be hard to believe today, but getting publisher support for
Pro HTML5 Programming,
the book I
co-authored with Brian Albers and Frank Salim in 2009, and released as one of the first books on the subject in 2010,
was quite hard. Publishers were just not sure if this new HTML5 thing had a future or if it was just a passing fad.
The launch of the iPad in April 2010 changed all that overnight and drove the curiosity and excitement about
HTML5 to a whole new level. For the first time, many developers started to look seriously at the new features and
APIs, such as canvas, audio, and video. The possibility of many kinds of new web applications with real native feature
support seemed almost too good to be true. And, to a certain extent, it was.
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