Answer the question
In order to leave comments, you need to log in
What technology should be used to develop a browser game?
I want to develop an analogue of haxball.com/ (without registration)
Make the user part on html5 + js. This is real?
And on what would you advise to do the server part?
Answer the question
In order to leave comments, you need to log in
The flash slows down only with a ridiculous expenditure of resources. There are opportunities to optimize graphics and write your own render. Saying that flash slows down is the same as determining that any php file is shit code. This is clearly a prejudice.
Flash is just a technology, a tool and nothing more. It doesn't matter what you choose. No technology will give you the ability to quickly write reactive code without overhead. For the same people who slow down the flash canvas, it slows down no less. I like html5, I myself use canvas and libCanvas, but so far it's still too raw for games IMHO.
And, most importantly, if you want a complete analogue, then note that the game works through the RTMFP protocol, through p2p connections, which are only supported in flash at the production level. On the server, to save money, you can raise OpenRTMFP.
> Sorry, but you need Adobe Flash Player to play HaxBall
If it's 3D graphics, you should do it in webGL. And the server part - in the language that you know.
For these types of games, you can generally do without html5, if it is attributed, it is too simple to choose other technologies, the only thing you will have problems with is synchronization, and this does not depend on the language
canvas, canvas and more canvas.
IMHO, using divs and other html elements to draw balls and walls is the height of perversion.
I only advise you to think over the protection against cheating very well.
and then I saw games where a couple of lines in the firebug console elevate the user to the top of the table
Didn't find what you were looking for?
Ask your questionAsk a Question
731 491 924 answers to any question