jamesaustin

Members
  • Content Count

    15
  • Joined

  • Last visited

About jamesaustin

  • Rank
    Member

Contact Methods

  • Website URL
    http://ga.me/
  • Twitter
    james_austin
  • Skype
    jamesaustin_turbulenz

Profile Information

  • Gender
    Not Telling
  • Location
    Guildford + Munich

Recent Profile Visitors

704 profile views
  1. Latest Turbulenz Engine powered game by Wonderstruck is called Oort Online. Trailer video online @ https://www.youtube.com/watch?v=io5snCcQ0ss Tech video online @ https://www.youtube.com/watch?v=Kiqp88bE1gM Game site @ http://oortonline.com Screen shot, many more on the game site: Please consider sponsoring the project or help spreading the word. The game is genuinely trying to show that amazing games can be delivered with WebGL and HTML5 technology.
  2. At Turbulenz we've worked on a collaborative project with a production company in Japan called Production I.G and Microsoft's IE team. Production I.G. are probably most famous for the Ghost in the Shell series. Their latest TV anime series is called "Gargantia on the Verdurous Planet", and Microsoft approached us to create a WebGL powered mini game with them. The result is "Gargantia: Sky Courier". A mixture of storytelling linked to the series and a realtime arcade flying game. The game is available to try at: http://fly.gargantia.jp/. Microsoft's announcement is here. An article describing some of the more bespoke rendering techniques used in the game is here. The article is also available in Japanese. The source code for the game and game editor are also available in github repo and available under the MIT license. The game and editor depend upon the Turbulenz Engine.If you take a look at the source code hopefully it will give you some tips about how we build larger scale JavaScript games. Happy Hacking.
  3. Not quite a finished game showcase - but thought everyone might like to see a WIP gameplay trailer for "The Marvellous Miss Take". "The Marvellous Miss Take" is a pure HTML5 / JavaScript / WebGL game created with the Turbulenz Engine supporting touch, controllers, and mouse input. The game is made with a built-in editor, demonstrated in this video: It'll be online soon to play and checkout. Hope you like it.
  4. In development gameplay video of the game "The Marvellous Miss Take" created with the Turbulenz powered editor shown above: All pure HTML5 / JavaScript / WebGL. Created with the Turbulenz Engine.
  5. Polycraft (HTML5 game) is on Facebook - https://apps.facebook.com/polycraft/
  6. We've released the latest version of the open source Turbulenz Engine. SDK 0.28.0 is the first major release of 2014. It includes new libraries (GPU particles) and upgrades to old ones (FontManager). There is also support for newly capable browsers (WebGL, IE11) and fond farewell to old way of doing things, not forgetting plenty of fixes. GPU Particle API We are proud to announce a brand new GPU-powered particle system API, designed to simulate and render hundreds of thousands of particles with minimal impact on the CPU. Now you can add pretty particle effects to your games without worrying about having to sacrifice performance. The comprehensive system which consists of a high-level API (for running out of the box) and a low-level API (for developers who customize the behaviour via an extensible interface) comes together with a sample showing how the pieces fit together. Go forth and fill your game with particles! IE11 support We’re excited about Internet Explorer’s arrival into the world of WebGL. Internet Explorer 11 is well on its way to supporting the WebGL 1.0 specification and while Microsoft are still implementing the spec, we’ve added a few work-around fixes for the features it is currently missing so you can try your Turbulenz Engine games on IE11 without a plug-in! This feature is still in beta at the moment, so please let us know how you get on and report any issue to the Turbulenz Engine Users Group. FontManager multiple pages support and subtitles sample Sometimes a single texture page is not enough to store all the bitmap font characters you need to render in game. This is likely the case when supporting Japanese and other large character sets. The FontManager has been upgraded to support multiple pages as well new properties such as line spacing. These new features are in use in the Subtitles sample, which demonstrates how fonts can be used to render written dialogue for in-game cut sequences. Library upgrades The Turbulenz Engine is comprised of many modular-libraries and we are always making improvements to performance, behaviour and robustness. Here are a selection of just a few that have benefited from upgrades in SDK 0.28.0: AssetCache, Camera, FontManager, PhysicsManager, Protolib, Scene, SoundDevice and Turbulenz Services. Farewell old friend SDK 0.28.0 marks the deprecation of the “plugin-debug” build mode. Moving forward, this means that apps will no longer be able to generate a debug build targeting plug-ins. Over the past few years, the debugging tools for targeting canvas have improved dramatically, while performance of plug-in targets has decreased. We now recommend all developers to use “canvas-debug” build mode to debug their applications. Release builds targeting the plug-in, Android and iOS can still be generated using “plugin-release”. In line with browser vendors and platform holders the Turbulenz SDK is winding down support for certain older browser/platform configurations. In SDK 0.28.0 we say farewell to Mac OS X 10.6, Safari 5 and the TurbulenzEngine binary installer for Mac. Previous SDKs will continue to function as normal and users wishing to play the latest Turbulenz Engine games on Mac should use Safari 6 with WebGL enabled or use the latest version of Google Chrome or Firefox. A flood of fixes SDK 0.28.0 also contains a large number of fixes and small changes. For the detailed release notes head here. Download a packaged 0.28.0 installer for Windows, Mac OS X or Linux directly from hub.turbulenz.com. Alternatively follow the latest engine SDK development via the open source turbulenz_engine github repo.
  7. For anyone who didn't see Polycraft when it was first released, we've now made it available as a Facebook app. Please check it out @ https://apps.facebook.com/polycraft/ We're interested to see how the playing metrics compare between: Facebook @ https://apps.facebook.com/polycraft/ Ga.me @ https://ga.me/games/polycraft and Chrome Web Store as a packaged app @ https://chrome.google.com/webstore/detail/polycraft/eopfmbpfhhfnklgmjpoehcjaajhpbhbl?hl=enAll the game data is shared between the 3 destination services assuming you use a consistent account.
  8. The original bunnymark is generally GPU bound. This updated version uses a 2x2 black texture to minimise the required fill rate: http://jamesaustin.github.io/turbulenz_bunnymark/dots.html This changes makes a significant difference to the number of sprites dispatched.
  9. Yesterday I did a quick port of the pixi.js bunnymark test to Turbulenz. The original bunnymark test is here: http://www.goodboydigital.com/pixijs/bunnymark/ The Turbulenz port is here: http://jamesaustin.github.io/turbulenz_bunnymark/ Code is here: https://github.com/jamesaustin/turbulenz_bunnymark Interested to know how the perf compares across different browsers / devices. I'm guessing most devices will become GPU bound. (Using a smaller texture 2x2 would allow the app to focus more on CPU + dispatch perf.) Anyone fancy doing ports to three.js and others? Code is pretty trivial.
  10. The multiplayer version of Score Rush uses WebSockets and also supports host migration. Host migration is a system where one of the players acts as the host for the game, if they drop out another player takes over. Score Rush is a pretty intense shooter and whilst WebSockets are far from the most optimal communication transport it is sufficient in this case. https://ga.me/games/scorerush-mp
  11. There is an efficient JavaScript 2D physics engine as part of the open source Turbulenz Engine. There are some samples online: Physics2D Physics2D constraints Physics2D callbacks
  12. Here is a short video demonstration of the in-game editor that Wonderstruck Games are using to create their next HTML5 game - built with the Turbulenz Engine. Check it out:
  13. Got an email from Amazon recently saying: most recent generation of Kindle Fire tablets support WebGL API’s: · Kindle Fire HDX 8.9in · Kindle Fire HDX 7in · Kindle Fire HD 7in Just FYI - not confirmed anything.
  14. Have you considered or evaluated the Turbulenz Engine? From the items you list it supports: 2D WebGL rendering engine 2D physics Particle Effects Multi-channel sound Dynamic loading of any assets Support for sprite atlases (see Save the Day) Multi-touch iOS and Android native application support via Turbulenz' native solution (or CocoonJS if you prefer) SDK and tools all run on Linux Open source Support for mixing canvas API rendering on top of non-canvas rendering
  15. To say it's "WebGL only" is not accurate. The graphics engine and renderers do depend on WebGL. This implies the Turbulenz Engine is just a WebGL renderer. However, all the other engines: animation, physics, collision, audio, networking, web services, etc - don't required WebGL. The libraries are completely modular so you can easily use the Turbulenz Engine with an alternative "Canvas 2D" renderer. Someone could add a "Canvas 2D" renderer that didn't depend on WebGL. We didn't do this because there are already many maturing "Canvas 2D" renderers available. Some of the basic samples don't do any WebGL rendering for example.