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Presentation in OGDC 2013 organized by VNG Corp.
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OGDC2013_ Cross platform game development with html5_ Mr Hoang Dinh Quang
1.
Cross-platform Game DevelopmentQuangHD OGDC 2013,
HCM
2.
Hello World! Contact me:
quanghd@cami.vn Follow us: facebook.com/camistudio He’s me exactly!
3.
HTML5, WTF? I mean… What’s
the fun?
4.
HTML5, WTF? • Media •
Web Socket • Local Storage • WebGL • Canvas New Javascript API HTML5 = HTML + 5
5.
HTML5, WTF? What Canvas
is
6.
Showcase To be Continued …
7.
HTML5 – Why
should? HTML/JS is huge popular
8.
HTML5 – Why
should? Easy to train or recruit employees Hire me
9.
HTML5 – Why
should? Cross-platform
10.
HTML5 – Why
should? Friendly development environment
11.
HTML5 – Why
should? Flexible UI system
12.
HTML5 – Why
not? Performance
13.
HTML5 – Why
not? Community is new and quiet
14.
15.
HTML5 – Why
not? 3D is terrible
16.
HTML5 – Why
not? Out-of-the-box
17.
• Game Engine: ImpactJS,
Construct 2, CAAT… and 50 more • Toolkit: CocoonJS, appMobi SDK, PhoneGap… • Server-side: NodeJS, Socket.IO… Powerful Toys
18.
Powerful Toys FPS -
Benchmark Report
19.
• Access Native
APIs – Location – Notification – Camera, blah blah… • Services – IAP (In-App-Purchase) – Social Network Integration – Ads Promotion, blah blah… Powerful Toys
20.
Turn-base mobile game
on HTML5 A true story
21.
ImpactJS CocoonJS Venturesoom What
did we choose? 99$ Free No way to measure
22.
• Text, effects…
Write more plugins • Screen Resolution Dev on middle ratio • Limited Engine Do more on canvas • RAM Consumption OMG (Oh My God!) Problem/Solution
23.
Memory Consumption Large images/spritesheets
loaded Resolution: 1024x768 Format: PNG-8 Size: 916 bytes In-Memory: 3MB!!! (1024x768x4 bytes)
24.
Memory Consumption Wasted pixels Resolution:
800x600 Format: PNG-8 Size: 619 bytes In-Memory: 3MB!!! (1024x768x4 bytes) Wasted: 1.17MB WTF?
25.
Memory Consumption • Solution: –
Create Image atlas – Reuse image anytime – Do own Garbage Collector
26.
• CocoonJS Cloud
System Compiling – 1 minute action – Android & iOS & Tizen… – Ready to publish to App Store Time to build
27.
• Intel XDK
Cloud System Compiling – 1 minute action – Android & iOS & Chrome & Win Phone… – Ready to publish to App Store Time to build
28.
• Working smooth
in 60fps (avg). • Running on all popular platforms: Android & iOS & Chrome & Win Phone… The Epic Victory
29.
Advices The world is moving
to HTML5 Our Biggest Mistake Was Betting Too Much On HTML5 VS
30.
The end
31.
The game’s beginning… Any question?
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