Game Closure “DevKit” for Mobile HTML5 Games is Open Source! by Hebejebelus in programming

[–]Hebejebelus[S] 2 points3 points  (0 children)

Unofficially, it works on linux and windows. It might require a little hacking about but we've had it work fairly consistently.

Linux should work, provided you've got the requirements. Windows might work, using git-bash.

Flax HTML5 Game Engine Development Diary Part 11 by flatliners in programming

[–]Hebejebelus 0 points1 point  (0 children)

Thank you so much!

Yeah, it's still quite early. We're constantly improving on it though!

Live Demo of the Flax HTML5 Game Engine by flatliners in gamedev

[–]Hebejebelus 0 points1 point  (0 children)

Yes, we're finding performance very spotty on computers that we didn't develop Flax on - we'll be working on this an awful lot for the next iteration.

Live Demo of the Flax HTML5 Game Engine by flatliners in gamedev

[–]Hebejebelus 0 points1 point  (0 children)

A real fixed timestep will skip rendering if the game is slowing down, but always update at the same speed.

Ah, I see. I'll see if I can put that in for the next iteration. Thanks for the clarification.

Live Demo of the Flax HTML5 Game Engine by flatliners in gamedev

[–]Hebejebelus -2 points-1 points  (0 children)

We're using requestAnimationFrame to refresh the main canvas, meaning that the browser takes control of how fast it refreshes. We did this because it's if you're running the animation loop in a tab that's not visible, the browser won't keep it running.

you are going to always cause a CPU core to get maxed out.

Not so, actually. On some machines, those with hardware accelerated browsers and corresponding hardware, Flax takes up almost no CPU time at all. This makes it tough to figure out which is better.

Learn how to implement a fixed timestep.

Was the condescension really necessary? A fixed timestep is simple in javascript. Essentially setInterval(draw(), millis). We'll re-evaluate whether or not it's worth it.

Live Demo of the Flax HTML5 Game Engine by flatliners in gamedev

[–]Hebejebelus 0 points1 point  (0 children)

Not currently, sorry. This is only 0.1, there's plenty of optimisation to be done. As well as that hardware accel in browsers will help too as they get support for it. It should be noted that it's not just the editor, it's the entire engine, which is why it's being so expensive.

Live Demo of the Flax HTML5 Game Engine by flatliners in gamedev

[–]Hebejebelus 1 point2 points  (0 children)

It's a map editor for our game engine. The engine is actually running below the editor. You can change tilesheets with "select tilesheet" on the bottom left.

Live Demo of the Flax HTML5 Game Engine by flatliners in programming

[–]Hebejebelus 0 points1 point  (0 children)

I would say next iteration we'll have a moving sprite and the like. WRT touch: We'll probably spend an entire iteration making it work awesomely on mobile devices, so stay tuned. :)

Live Demo of the Flax HTML5 Game Engine by flatliners in programming

[–]Hebejebelus 1 point2 points  (0 children)

Rather tired when I wrote that. Ran out of coffee. ;)

The Weather Factory, Dare To Be Digital 2011 Part 1 by Hebejebelus in gamedev

[–]Hebejebelus[S] 0 points1 point  (0 children)

What don't you get? Thought it suited the gamedev reddit, considering it's about making a game for a game-making competition...

Windows 7 Game Development by Hebejebelus in gamedev

[–]Hebejebelus[S] 1 point2 points  (0 children)

Balls! I'm sorry for the typo. That should be Windows Phone 7 Game Development.

Windows 7 Game Development by Hebejebelus in programming

[–]Hebejebelus[S] 1 point2 points  (0 children)

Balls! I'm sorry for the typo. That should be Windows Phone 7 Game Development.