>>2 So you shouldn't bother with anything that won't work with the iPad.
so I shouldn't bother with anything.
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Anonymous2010-02-04 13:54
I've already written a game in HTML, so of course you could. It was an adventure game, like Zork, but with pictures on each page. You typed your actions into the URL, so after playing for a while you would be on a page like this:
>>8
Thanks; I'm a game programmer, so I can make fun things out any programming language. I like making indie games that do stuff people haven't seen before like making HTML games.
>>3
The elephant in the room here is cameras and microphones. Those aren't even in the spec yet, and IE certainly won't support it for a long, long time. Replicating tinychat/stickam without Flash is still a long way off.
>>3
Too bad Flash won't go away for a very very long time, and it's not that terribad anyway, except for some things which clearly don't belong in a browser(pseudo-DRM?).
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Anonymous2010-02-05 3:25
>>12
It may not be a W3C standard, but you can do webcams and microphones in XMPP. You should be able to embed XMPP objects into a web page. I'm just guessing here, but I think you can control the XMPP object within the DOM. http://code.stanziq.com/strophe/
>>13
This isn't about killing Flash, it's all about making use of open standards so that everbody can freely communicate and exchange information. The Flash standard is proprietary to Adobe and so, society needs to appeal to Adobe's good will to make use of it.
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Anonymous2010-02-05 10:48
The graphics programming part of writing games should be possible with WebGL. I have my doubts about how useful browsers' <audio> implementations will be, though: how many sounds can play at the same time? How will this affect performance? Also, there is no 3D audio and no way of applying DSP effects to the audio.
Game resources such as textures, models, and sounds could be stored using HTML5 offline files. This is limited in size, but the user should be able to adjust the limit.
Is it possible to truly go fullscreen in HTML5?
Saved games could be stored using DOM Storage. Firefox only gives you 5MB per domain though, so you could run out.
There is no way, AFAIK, of interfacing with joysticks, game pads, WiiMotes, steering wheels.
WebSockets exist, but are limited in their scope.
Also, remember, you're still programming in JavaScript. Your processing power is therefore limited when it comes to things like physics simulation (for which you can't use PhysX, but I guess some GPU acceleration might be possible), AI path-finding, and so on. Web worker threads might alleviate this somewhat.
In summary: yes, you can write games with HTML5, but it's a far cry from the real thing.
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Anonymous2010-02-06 21:33
If you'd like an example of a game in HTML5 (without WebGL), check out the fully browser-based version of freeciv. There's benchmarks for it right now; fastest is Chrome at 9 FPS. So web gaming is still pretty shit right now.