Friday 1st June, 2012
10:00am to 11:00am
HTML5 Canvas is a powerful platform for creating beautiful web-based experiences without the need for plugins like Flash or Silverlight, and is especially attractive to anyone wanting a piece of the emerging mobile gaming market. Unfortunately, Canvas has one big problem: its API is very low-level, so if you want to use it to make the next Cut the Rope, you’re going to have to handle a lot of things like mouse/gesture tracking, collision testing, and sprite manipulation yourself.
There are a few ways around this hurdle. You could use one of the excellent open-source libraries like Fabric.js or KineticJS, which exist mostly to provide a cleaner API with some nice abstractions. Or, you could buy a commercial game engine like the highly impressive Impact. The problem with using someone else’s library, though, is that it may make assumptions that don’t meet your needs: too much structure, too little support for bitmap animation, or just naming things in a way that doesn’t fit your personal coding style.
There’s another option worth considering. Often, as you tackle a project, patterns will emerge that can be reused in the next project, and the next, and the next. Over time, you may find yourself with a robust library of code that fits your needs just right. In this session, we’ll discuss strategies for recognizing reusable patterns and pulling them into a personal “toolbelt” that can be leveraged in future projects. You may find that the best library is the one you build yourself.
Senior Computer Scientist at White Oak Technologies bio from LinkedIn
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