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Re:Turbulenz HTML5 gaming platform and engine released free ... by davidgaleano on Tuesday July 10, 2012 @10:16AM (#4223874)
We did demonstrate real games using our technology, this is the presentation I gave at WebGL Camp Europe:

    http://www.youtube.com/playlist?list=PLF06FB93083F1D460
The demonstration at Develop Evolve was more business oriented.

All our tools and pipelines are explained and documented on our SDK, online docs at:

    http://docs.turbulenz.com
You are free to download the SDK and try it for yourselves, but we will try to provide more specific details in the future.
Re:Turbulenz HTML5 gaming platform and engine released free ... by kevingadd on Tuesday July 10, 2012 @10:20AM (#4223895)
Thanks for the links to details. Which of those videos is a real game? I clicked through them and only saw one game demo and the speaker explicitly said it's 'just one car', so that's probably not the one you're referring to. Is there a specific video I should look at?
Re:Turbulenz HTML5 gaming platform and engine released free ... by davidgaleano on Tuesday July 10, 2012 @10:29AM (#4223939)
This one:

    http://www.youtube.com/watch?v=k2C5govjl5Y&list=PLF06FB93083F1D460&index=7&feature=plpp_video
I apologise for the darkness of the recording of the Quake 4 demo, we did another presentation at Develop - Evolve this morning that will show the demo in all its glory.
Re:Turbulenz HTML5 gaming platform and engine released free ... by kevingadd on Tuesday July 10, 2012 @10:36AM (#4223982)
Thanks for the link. The Score Rush and Space Ark demos represent you much better, especially since they are by third-party developers (despite the poor video quality). Were they both running in pure WebGL under Chrome, or did they rely on your native plugin? I was unable to find any documentation on your site that actually explained what specific features require the plugin.
Re:Turbulenz HTML5 gaming platform and engine released free ... by davidgaleano on Tuesday July 10, 2012 @10:47AM (#4224032)
Everything run in pure WebGL. The sound used Web Audio (but we also support HTML5 Audio).

We do not demo anything running with the plugin any more.

Lack of WebGL support is the only reason to use the plugin. Now we also have a pure JavaScript 3D physics and collision solution (to be available on the next SDK release).