jamesaustin
And: https://www.youtube.com/watch?v=dkPa1WTUOlE
Are a couple...
Advanced procedural world generator tool for Oort Online demonstrated
Microsoft's CEO sends out manifesto about the future of the company
(Obviously you would need to use the relevant API hooks if you wanted to use any of the ga.me web services, for example, IAP, userdata, multiplayer, play information. But this is all modular.)
Polycraft - A WebGL 3D tower defence game
New version of Transport Tycoon coming from Chris Sawyer
The engine uses HTML5 and WebGL. When the required APIs aren't present it falls back onto a plugin. This is supposed to be helpful for developers because it means the games will work on pretty much all browsers include IE.
But it confuses people because some people think a plugin is required.
So what's better -
1. Not providing the fall back and telling users they need to switch browsers? Good for helping people to understand it doesn't require a plugin, but not great for developers who want everyone to be able to play their game, or
2. Providing the fallback.
Additionally, it's worth noting that the games and engine don't have to provide any plugin support. It is actually the game site application code that is doing the detection and trying to be helpful.
The Turbulenz Engine is an HTML5 / WebGL framework.
High performance HTML5 / WebGL game engine available under MIT license
List of game engines for indie developers, each with a list of example games
WebSockets and WebGL used to create multiplayer shoot'em up
Save the Day - console quality HTML5 game by Denki
List of disposable email domains
You can use the technology for free and publish the game outside of Turbulenz. You can use other payment options and Turbulenz is not asking for anything from these revenues. This is the free part.
But Turbulenz wants the option to publish the game on turbulenz.com and take a share from the revenues on the site.
As a collection of tools and technology that we've worked on for the past 3 years we obviously don't have as wider range of features when compared to everything Epic has included in Unreal.
Different developers need different tools, and we will be adding more features as needs arise.
But I appreciate your feedback and will work it into the white paper when we next update it.
4. Release your game on any web destination of your choice, including your own website or established online platforms such as Facebook. There are no royalty or license payments due to Turbulenz.
You can release your game anywhere by yourself and it would be free. Alternatively, you can also release it on turbulenz.com and we will get 30% from all the payments we process.