If you're serious about large scale games, you should look into typescript. I'd start away from any other language, like coffee script, Ruby... See my next point.
Use node.js on the back end so you can do client side and server side validation with the same code. Another benefit is that you can also make your game single player much easier. I usually prefer to start the game multiplayer first and then do single player.
Another tool useful for game is pixi.js (or phaser if you need what they provide. Pixi just does the rendering part, phaser does a lot of game related things)
I'd use illustrator instead of Photoshop because you can scale your graphics without losing quality. Vectorial is better than bitmap.
For state management I use redux.
If you're interested here is my game https://bitplanets.com . It's a RTS game, where you need to conquer planets. You can play with your friends and people online. Of course no need to download or register and works on mobile. (60fps if on a decent phone)
https://blog.getpaint.net/2007/12/04/freeware-authors-beware...
Someone tried to claim it as their own by repackaging it and packaging up some plugins... He obviously got annoyed and figured he doesn't want to make it so easy to make your own version.
It adds up for me, just kind of unfortunate, I'd like to think it still would've been better off open, but it's his creation and his time and effort so if that's what he wants to do, I'm ok with it.
- Buzz! / FFmpeg - SugarJS - tween.js - hjson
> This version of Qt WebEngine is based on Chromium version 73.0.3683, with additional security fixes from newer versions.
Assuming they both have a full Chromium embed, would there have been better performance? I assume the developers are mostly JavaScript devs so their choice to use Electron/Node makes sense.
It's not finished yet but you can get close to 20M mem usage + overhead of your libs & assets. Executable size is node.js + 2M (30M total IIRC and it compresses nicely to ~10M *.dmg because node contains a lot of strings)
Please file an issue if you want it to happen so that it can be tracked how many people want it too (I had no idea that this is a thing in gaming community). It's now at the bottom of my priorities (I'm working on raspi support so that it can run as smartmirror) but it's not that hard to add so it could actually happen.
This pseudo-DOM is really just enough to make web frameworks work. I want to do GUI apps with the same tools & libs which I use for web development but I don't want to include the whole browser and moreover I want it to be enough resource-savvy so that it can run on my raspi attached to the TV.
It's hard to describe what it is good for because there are many use-cases. It's really rather a platform just like Electron or Qt is, but of course it's very limited now. But really, if you or anybode else have better headline, I'd love to hear it.
And thanks for the interest :-)
Or just have a website, if you don't need privileged access to the user's machine.
https://github.com/mrautio/duktape-webgl
https://medium.com/@bnolan/translating-sites-into-3d-with-du...
Sure, partial counterexample in VSCode, but then there's all the others.
"The needs" being a requirement to ship a MVP ASAP using developers that can agree on a lowest common denominator language of js.
Uses Edge or IE on Windows by default. Nope nope nope. :D
A better choice would have been to simply use WKWebView in macOS and the equivalent in .NET/UWP for Windows.
In contrast, UWP applications do use the Edge rendering engine, and while it may or may not be possible to use CEF in these applications, you won't be able to get it certified by Microsoft, therefore no one, at least to my research, has bothered doing so.
I wonder what the future brings with Edge now just being chromium based
Parse server OSS (and b4a service) does help us in our development.
The language is very familiar for AS3 devs and it transpiles to performant C++.
Many games such as Papers Please have been made with Haxe.
There are numerous engines/libs for game devs:
The quality is so very high, much much higher than a typical open source project, because it's not just a bit of code, but an entire toolchain and workflow. So much so that an entire engine is built off this framework! https://armory3d.org/
I also tried Heaps which on paper looks amazing but could not proceed due to lack of documentation.
- Sublime text, then VS Code
- Photoshop
- Paint.net (pixel editing)
- TexturePacker (create sprite sheets)
- Trello, Then Codecks (project task management)
- Chrome (for devtools)
- Bitbucket (git host) and SourceTree (git client GUI)
- Electron/NW.js (native PC executable for HTML game)
- Greenworks (Steam SDK)
- Back4App/Parse (Payment, user auth)
- Humblestore widget (payment processing)
- Layershift (hosting node
- Crowdin (translation)
- CoffeeScript (programming language)
- Python/Ruby (scripting languages)