Introduction to SCORM, Part 1

Introduction to SCORM webinar, Part 1
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Google Tech Talk June 11, 2010 ABSTRACT Presented by Paul Bakaus. There are many professional game engines out there for consoles, PCs, and mobile handhelds. However, there is one big empty gap, even in 2010: Not a single game engine targets desktop and mobile browsers natively without the use of plugins. In this session, Paul will talk about the challenges of building a pure browser-based gaming engine, how web programming concepts like event-driven architecture need to be considered, and what it means to fully utilize the open web stack—HTML5, client- and server-side JavaScript, external Stylesheets, server-side JavaScript and, of course, Canvas—to squeeze every millisecond of rendering time. We will go into the details of our own upcoming Aves Engine for isometric real-time games and will give you a very solid idea of what needs to be done to build graphically rich, real-time, full featured games for the web. Paul Bakaus is the CTO of the Germany-based startup Dextrose AG, and his corporate work mostly focuses on UX, UI and tricky JavaScript challenges. He is best known for creating jQuery UI, the popular official UI framework for jQuery, where he was the driving force behind many of its plugins.
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May 11th, 2011 at 10:00 am
@cwolves for my opinion, canvas is sucks on redrawing… And if you use css transformation, it got hardware acceleration
May 11th, 2011 at 10:50 am
DAMN! 48 Minutes! WTF! I never knew you could go that long!
May 11th, 2011 at 11:11 am
@jack08642qazw You don’t know what you’re talking about
May 11th, 2011 at 11:34 am
FROSTBITE 2.0 FTW!!!!!!!!!!!
May 11th, 2011 at 11:50 am
Reminds me of 1999 mmporg games
Ultima Online!
May 11th, 2011 at 12:15 pm
great lecture
May 11th, 2011 at 12:22 pm
SVG has poor support on mobile devices. You shouldn’t base a tech assessment off the absolute current version of something unless it has aggressive auto-update (like Chrome). iOS didn’t have SVG until 4, and Android started supporting it in 2.2.
May 11th, 2011 at 12:30 pm
I know they based this game engine off html css and javascript but i wonder if they have ever heard of php because you could do all this stuff they were talking about a lot easier using php something thats close anough to what they were talking about that i can think of is called ikariam and another one is called battledawn but still if they also used php they could of done all of this a lot faster and easier
May 11th, 2011 at 12:33 pm
crytek started over LOL they made cryengine 3 and used it for crysis 2
May 11th, 2011 at 12:57 pm
@pleabargain I think that SVG is more widely supported, even in mobile browsers (i think the latest version of android supports SVG). But I think that it does poorly when doing large complex animations. That maybe their reason to use canvas.
May 11th, 2011 at 1:13 pm
@LocalLongBorders LOOOL Holy shit XD
May 11th, 2011 at 1:24 pm
What is wrong with using SVG to render games on the browser?
May 11th, 2011 at 2:18 pm
6:10 that fist has six fingers LOL
May 11th, 2011 at 2:37 pm
@folcwine No, I’m talking about loading sprite sheets to a different graphics context first (and scaling them etc before that). That avoids all the extra memory overhead from javascript image objects that the speaker mentioned. It also means the graphics should already be in the right format and can just be blitted to the main canvas displayed.
May 11th, 2011 at 2:51 pm
@timwintle You are talking about double-buffering in, for example, 3D games with opengl? But… now with canvas.
Thanks.
May 11th, 2011 at 3:00 pm
i think this isometric transformation is too better than yours:
-moz-transform-origin: left top;
-webkit-transform-origin: left top;
-moz-transform: rotate(45deg) skew(-15deg, -15deg);
-webkit-transform: rotate(45deg) skew(-15deg, -15deg);
May 11th, 2011 at 3:56 pm
he said allrighty
May 11th, 2011 at 4:33 pm
I don’t believe the argument about canvas elements. There’s no reason to hold an Image instance for each image at all – simply blit all images to a second canvas from the start, and use that as a sprite sheet, before deleting your reference to the images (and freeing RAM).
Sometimes i think nobody remembers how to do 2d games efficiently any more – I’ve seen lots of reports about how slow canvas apparently is, but they’ve all been trying to do things in a very inefficient manner.
May 11th, 2011 at 5:04 pm
SHIT!
i was gonna watch this befor i saw: 48:11… -.-
May 11th, 2011 at 5:31 pm
@spamero2 Waiiittt :], Is there a designer talking :]?
May 11th, 2011 at 5:50 pm
@cwolves read the disclaimer at the begginning. Don’t take this alll personally.
May 11th, 2011 at 6:23 pm
Wow, JS game dev sounds like a complete cluster-f. But Dextrose got bought by Zynga before anyone could try out their engine.
May 11th, 2011 at 7:00 pm
pro tip: don’t use dark blue font on black background -.-
May 11th, 2011 at 7:02 pm
lol some NPC says ‘The cake is a lie’
May 11th, 2011 at 7:32 pm
wow, someone else is making isometric game demos in javascript, look for werewolf soon