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Everything posted by ianballantyne

  1. Any support questions, create a new thread on the Turbulenz Engine Users Group and we'll try and sort them out for you there!
  2. The Turbulenz webcast video is now available to watch from either of these places: YouTubeTurbulenz Livestream pageThe session included: Getting setup with the turbulenz_engine open source repository.A brief introduction to using the Turbulenz APIs.A step-by-step walk-through of building a game, combining 2D physics with 3D rendering.A demonstration of the example game on hub.turbulenz.com, playable from desktop and mobile.Q&A with Ian & David from the Turbulenz development team. The example game “Debris Dodger” created during the session has been made available on Github so you can tr
  3. Yup. The Livestream recording of the event will be available to watch after and we hope to make it available in other locations too.
  4. ianballantyne

    Chrome Racer

    We had a go yesterday and I recorded this video: https://vimeo.com/66270439 Equipment: 1x Nexus 4 2x Nexus 7 1x iPad 2 Its fun, but clearly just as hard as the real thing!
  5. Next week on Tuesday 21st May, Turbulenz will be running a live webcast introducing people to the Turbulenz Engine. Details of the event can be found in the news article:http://news.turbulenz.com/post/50503669601/join-our-live-webcast-introducing-the-turbulenz-html5 We will be streaming the event using Livestream here:https://new.livestream.com/turbulenz/turbulenz-engine-intro If you have questions you would like us to cover during the Q&A, please send them to us ahead of time. There is a comment thread on the Livestream page so you can add them now. Thanks! Ian
  6. 1. Turbulenz supports a client-to-client multiplayer session API using a low latency websockets server as a relay. This functionality is available in the local, hub and turbulenz.com. Our examples (multiworm) have a player as the host and migration if that player leaves the session. You could write your server in JavaScript (as we have in our FPS demo) or in any language with a server that supports websockets. The source is in the turbulenz_local. 2. Yes, the Turbulenz services can check to see if there is a service available and handle it appropriately. You will need turbulenz_local if you wa
  7. Turbulenz are happy to announce that the Turbulenz Engine is open source under the MIT License! We'll continue releasing SDKs along side the open source repository which will be actively maintained by Turbulenz. If you can't wait to try a feature in development or want to contribute, now's your chance! You can find the Git repository at https://github.com/turbulenz/turbulenz_engine For more details see: http://news.turbulenz.com/post/49430669886/turbulenz-engine-goes-open-source Enjoy! Here are a few games that have been built using the Turbulenz Engine: Polycraft Save the Day
  8. ianballantyne

    3D on mobile

    I haven't run any benchmarks recently. I'll take a look at the current performance on some of the devices we have.
  9. ianballantyne

    3D on mobile

    That would be hard to say for sure, however I think like chrome on the desktop, the answer for most of these things would be, when its enabled by default
  10. ianballantyne

    3D on mobile

    We've had some promising results with Chrome beta on Android with some of our 2D and 3D content. The main issue for the our current games is the lack of Web Audio support in this version of Chrome, which means they won't run from turbulenz.com right now. In our own tests the performance of WebGL in Chrome Beta was reasonably comparable to our native application, which is a good sign. I get between 15-20fps for the multiple animations sample on my Nexus 4, without doing any optimisations for mobile. Of course it totally depends on the device, but it's much closer now.
  11. Being aware of latency and taking that into account in the design of your multiplayer component of a game is quite important. Since websockets work over TCP, poor quality of service results in bursts of information. You can have a relatively consistent stream of information for a while and periodically get spikes in latency followed by a flood of messages. This will mainly affect real-time multiplayer games. While we were working on Score Rush Multiplayer (4-player bullet hell shooter) we spent a lot of time making sure that these spikes in latency affected the player's experience as little
  12. ianballantyne


    Nice job Rich! I'm sure Turbulenz will get involved here since we're building games, engines and gaming platform stuff on a day-to-day basis. If you're looking for anyone to give you a hand as a moderator. Give me a shout!
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