Re:Bomberman massively multiplayer in HTML5
by henrikschroder on Thursday February 28, 2013 @04:48AM
(#5297946)
A 286? LUXURY! We only had a 8086 with half a megabyte and we had to hook it up to a bicycle generator to get electricity for it!
Re:Bomberman massively multiplayer in HTML5
by jamesaustin on Thursday February 28, 2013 @03:09PM
(#5300641)
8086, you were lucky!
Re:Bomberman massively multiplayer in HTML5
by geoka9 on Thursday February 28, 2013 @04:32PM
(#5301168)
What did you have? A TI-81 calculator?
Re:Bomberman massively multiplayer in HTML5
by Cthulhu_ on Wednesday February 27, 2013 @04:40PM
(#5295151)
> But we won't see it until some bigger gamedev is willing to risk a fair chunk of change on the browser as a gaming platform.
They are, just as they're active on mobile platforms - EA, Epic and Square-Enix are notable examples. But they don't bother with AAA games (much as they like to pretend they are and attach them to those franchises), instead they target the casual player, that spends up to half an hour on a game per time, and/or that gets addicted to addicting games (w/ microtransactions). And the formula works for them; low development cost (5 - 10 dev team), high returns. Epic's Infinity Blade (and sequel) are the highest grossing games (in terms of development cost versus returns) of all time, at least, for Epic.
Re:Bomberman massively multiplayer in HTML5
by ajtaylor on Thursday February 28, 2013 @09:18PM
(#5302478)
A 486SX 33 in my case. Couldn't afford the math co-processor at the time. :)
Re:Bomberman massively multiplayer in HTML5
by fusiongyro on Monday March 04, 2013 @05:05PM
(#5321321)
My family's first computer was a 486DX33 w/ 8MB of RAM. I'm not sure if it was in 1992 or a bit later though.
Wolf3D is also an interesting example because the rendering is done in software (so your high powered HD video card doesn't help at all) and I guess a lot of development time was spent writing asm routines/hacks to take shortcuts with the necessary math.
To be fair, a lot of the reason that people are remaking these old games is because people like playing old style games and the people building these demos are probably doing it in a very small team (or even solo).
It should certainly be possible to remake Half-Life (maybe even HL2?) entirely in javascript/WebGL or make more sophisticated 3D games. But we won't see it until some bigger gamedev is willing to risk a fair chunk of change on the browser as a gaming platform.