WebGL support in browsers opens the door to immersive 3D content, especially games, which is delivered with no end user installation, runs on multiple platforms and requires no porting effort.
Debugging and tuning WebGL applications for highest performance can be challenging, in particular due to the low-level nature of the WebGL and OpenGL APIs. This session will introduce the WebGL Inspector and explore several complex real-world applications to show how they achieved their results and how the tool can be used to learn more about an application through a way most never see.
Techniques that will be covered include batching of geometry, using texture atlases, pipelining data, reducing the amount of data transferred to the GPU, offloading computation to the GPU, and using web workers to parallelize applications. Workarounds and gotchas will be described for the differences between WebGL and other common implementations (such as OpenGL ES on iOS) and limitations imposed for security reasons.
Moblyng has been developing HTML5 games for the past 3 years. This talk is an overview of the lessons learned from that experience covering multiple code frameworks, business partners, and revenue models.
Just this past summer, Bocoup and Gradient Studios worked with Subatomic Studios to port their smash-hit iOS tower defense game Fieldrunners to HTML5. This post mortem will cover porting OpenGL ES to WebGL, using the Web Audio API for game audio, integrating microtransactions and DLC, and a detailed look at graphics performance.
SONAR is one of the first complete HTML5 games implemented with WebGL, targeting the Chrome platform via the Chrome Web Store. The first part of this talk covers the technical details of our development environment, including our engine architecture and asset pipeline, as well as the problems we ran into with the HTML5/WebGL platform and the workarounds we deployed. The second part is a classical post-mortem.
This short-form talk will discuss how to use hardware accelerated DirectCanvas to take games from 2 frames per second to 30. This will show you how to use DirectCanvas while running on mobile and deploy the same code to desktop browsers using the standard HTML5 Canvas.
This talk will discuss markets in China, Japan, and South Korea. Spil Games is the first company to launch HTML5 mobile games in China and Japan, and we have extensive experience with daily operations and customer feedback. We'll discuss how HTML5 games make money in Asia -- and yes, they do make money! We focus on mobile, and we'll cover lessons learned from HTML5 mobile games.
Emberwind is a platform game published on Win/Mac/iOS. This talk is the story of how Erik Möller took its 100,000 line C++ code-base and turned it into an HTML5 game running on desktop, mobile and even TVs!
There are lots of cool things in HTML5. Even better, there are lots of cool things being _added_ to HTML5 and Chrome all the time, quite a few with a focus on games. This talk is going to showcase some very recent and still-in-progress features, including a long look at the Web Audio API.
1st–2nd November 2011