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  1. 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: 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.
  2. 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.
  3. 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:
  4. 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 Alternatively follow the latest engine SDK development via the open source turbulenz_engine github repo.
  5. Yesterday I did a quick port of the pixi.js bunnymark test to Turbulenz. The original bunnymark test is here: The Turbulenz port is here: Code is here: 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.
  6. The question we get asked more than any other is “does the Turbulenz Engine work on mobile?” Specifically how to use the open source Turbulenz Engine on Android and iOS. The current answer ultimately reflects the limitations of the mobile operating systems and their associated browsers. A game created with the Turbulenz Engine depends on the web application platform for execution. The application platform must contains all the parts that the game requires, most importantly a JavaScript engine and implementations of all the JavaScript APIs used (often called HTML5 APIs.) The Turbulenz Engine is designed and implemented with a modular architecture. Hence it is the game that defines which modules from the engine are required and used.
  7. 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, 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 try it for yourself. Just update to the latest open source version and follow the steps in the README. Debris Dodger Github repo with all the code and assets to play with. A few additional links to things we discussed: Denki Word Quest running as a native android appDebris Dodger running on mobile from hub.turbulenz.comFeedback welcome! We're looking for feedback for the event, to gauge: If you found the content useful, would you like us to do another one in the future?What parts were most relevant to you?What would you like to know more about if we did a follow-up webcast? Please post suggestions for future topics and we'll see what we can do. Thanks! Ian
  8. 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: We will be streaming the event using Livestream here: 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
  9. Hey folks this was Xploit Games Ludum Dare 26 Jam entry for "Minimalism". The game is called "Enlightenment": "Enlightenment is a 2D game where you throw things out of windows. It was written in HTML5 and WebGL using the Turbulenz engine and should work on any HTML5/WebGL browser. For the best experience we recommend Chrome. All code for the game and the hosting site (other than libraries) were written for the Ludum Dare jam. As a monk, you aspire to the minimalist aesthetic. A house free of clutter is your only desire. You walk the path to enlightenment, free of worldly possessions. But your housemates, they thwart you. They love to buy stuff online. Defenestrate these worldly shackles and attain enlightenment! Controls: A,D - move left and right S,W - aim E - traverse stairs SHIFT - flip held item SPACE - throw Xploit Games is a merry band of three coders and one artist. Some of us work at Turbulenz, some of us don't" Goto: If you like it please vote on the ludum dare page: You can tweet your score from in game so we'd love to know how fast people can play it. You can follow us on twitter: @xploitgames We had a few DNS issues which should be fixed now. Contact us if you're having issues!
  10. SDK 0.25.0 has been a long time coming, but we hope it will be a significant step in helping our developers make awesome games. This SDK includes the first public release of TypeScript versions of our libraries. With improved syntax checking and validation using TypeScript should help you streamline your development process and avoid silly bugs and runtime errors down the line. It compiles to JavaScript and works with other existing JavaScript libraries. You don’t need to use TypeScript to use Turbulenz, but we now provide type definitions for all of our libraries, which is just one good reason to try it out!
  11. In this first of a three-part series, seasoned console developers, formerly of Criterion, describe the process of moving to HTML5 development, discussing the differences between working in C and JavaScript, and explaining dealing with the difficult environment of the browser. Like any platform, HTML5 receives its share of criticism, some valid and some based on rumor or outdated information. However, HTML5 is keenly supported by some of the most successful business leaders in the space, and the games available right now on are proof that HTML5 is viable for high quality gaming today. We hope the below will help explain why we have backed, and continue to back, HTML5.