Building a game engine with jQuery

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This presentation was given at the jQuery conference 2010 in Mountain View and featured the first public premiere of a sneak peek video of our upcoming JavaScript game engine.

The video preview can be found here: http://youtu.be/Ol3qQ4CEUTo

Enjoy and follow me at @pbakaus on Twitter!

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Building a game engine with jQuery

  1. ..to boldly go where no web developer has gone before. Building a game engine with jQuery
  2. Why build a game engine? Aren‘t there enough already?
  3. Game development Browsergame development vs. game industry* * PC/Console game publishers
  4. Same basic questions What kind of genre for my game? Singleplayer or multiplayer? What platform(s) am I targeting? What tools do I need for development? How does the game scale?
  5. The game industry
  6. Convenience Countless tools and frameworks to choose from Frameworks can be extended with more genres Modularity gives you flexible combinations inbetween
  7. The browser game industry
  8. Browser games are often grown hobby projects Development often copied from app dev paradigms rather than games No real technical standard (i.e. C++) a lot (no seriously, a lot!) of legacy, custom code
  9. Frameworks Few good commercial flash frameworks No commercial JavaScript alternatives A couple tiny projects most of them concepts most of them dead
  10. Why no frameworks?
  11. Browser game development is pretty young! Game industry has an advantage of ~25 years
  12. Only very recently, we got powerful enough hardware to run lots of crazy JS new advanced technologies: CSS3, HTML5 highly optimized rendering engines: Nitro etc.
  13. Additionally... Lots of knowledge needed to build sophisticated games ..but many started it as hobby Actual web devs are seldom good game devs – and vice versa Very few allrounders that know both worlds
  14. Reality without frameworks: Countless iterations of code!
  15. Sweet! I have no competition There‘s high demand Let‘s rock!
  16. The open web stack Picking the right technologies
  17. Cross-browser? If your engine is platform specific, no need to care about cross-browser Example: Engine for mobile WebKit Pro‘s and con‘s Limited audience Extreme development speedup and advantage
  18. Don‘t worry about today Your game won‘t be ready tomorrow! Pick technologies from the future Predict wisely
  19. Our pick Vanilla HTML (rendering) JavaScript (scripting, client + server!) Canvas (as tool, not for rendering) (mostly) cross-platform via ExCanvas CSS Transforms cross-platform via Transformie
  20. ..and of course
  21. Architecture and API Design What to keep in mind when building the web
  22. Impossibilities Genres that can‘t be Genres that can‘t be implemented now, but implemented for many pretty soon: years to come: Casual 3D games, Next-gen 3D games simple shooters WebGL is not Using WebGL advanced enough (yet)
  23. So what is left?
  24. 2D 2.5D* Puzzles RPG‘s Adventure Strategy Board games turn based Card games real time Platformers Simulation Jump & Runs etc. * isometry
  25. We chose...
  26. I want... Free mouse panning Pathfinding Infinite real-time worlds Walking into houses Non-rectangular objects Mashups with normal HTML content Animated characters Sound effects Chat bubbles Scalable viewports Collision detection MMO-ready server
  27. Awesome! Sounds just like the Duke!
  28. Errr... Yes, if we try to develop a classic game engine We‘re aiming for the web though, let‘s cheat!
  29. Advanced Techniques Two examples
  30. Rendering „How do I render 2000 objects in < 50ms?“
  31. Uh uh, obviously I‘ll use Canvas!
  32. Oh noes! Canvas is a lot slower! Canvas‘ image API is pretty inefficient, as it needs a DOM representation of the image first Which means if you‘re working with lots of graphics, Canvas is actually way slower than generic HTML
  33. Block rendering
  34. Block rendering? Directly replace innerHTML with a huge string instead of multiple DOM append operations Huge performance boost: Native parsing of HTML engine is really fast Reflow and Repaint occur only once Huge disadvantage: No reference to individual nodes!
  35. Lazy node linking Fixes the main disadvantage of missing references After innerHTML has been set, run: var elements = $(‘ *‘, container); Now you have a collection of all elements! Since you know the order of the construction, you can reference back
  36. Smart rendering
  37. Conservative method Build <div>‘s and style them via JavaScript (on <div style="position:absolut the style tag) e; top:122px; left: 145px; z-index:102; Render them out en background-image:url bloque through (house_1.png); margin- innerHTML top:-10px; margin- left:-10px; background- position:10px 33px;"></ Ugh, still kind of slow... div> I want more!
  38. Dummy, forgot how to build websites?
  39. Web method Don‘t ignore the layout layers expecially not external CSS Keep the style tag of the <div> Object minimal: z-index, top, left
  40. Web method Everything else is rendered through a CSS rule i.e. model-134 Includes background, margin, padding etc
  41. Delegation jQuery events and click-through maps
  42. What is event delegation? A technique to „forward“ events to implicit listeners In web development, usually the following: Bind an event to the root node except for the actual child element When an event happens (i.e. click), find out if the target or an ancestor matches the child element Moves processing efforts to when the event happens, scales really well
  43. One event to rule them all „mousemove“ Handles position detection, dragging „mousedown“ Handles drag start, clicking „mouseup“ Handles drag stop, clicking
  44. ..and with jQuery? With jQuery, it‘s even easier jQuery has live/die methods that work like bind/unbind abstracts event delegation so.. ..you don‘t need to worry about it Sweet!
  45. live/die on objects Yay, I can click on houses! Mh, I can click on transparency, too.. This kind of sucks!
  46. Be creative!
  47. Click through maps Build up a pixel map for each object that tells us where the transparent pixels are If transparent, check behind until you find a valid target Checking behind can be done, since you control the viewport, and you know where your elements are W00t, this fixes our issue!
  48. Building up those pixel maps is amazingly crappy work!
  49. Let Canvas do it! Canvas can read pixel data from images Then, we can check if our pixel is in fact transparent ...and save this 0/1 value in a new optimized, smaller array var clickMap = []; for (var i = 0, n = imageData.length; i < n; i += 4) { var row = Math.floor((i / 4) / width); var col = (i/4) - (row * width); if(!clickMap[row]) clickMap[row] = []; clickMap[row][col] = imageData[i+3] == 0 ? 0 : 1; }
  50. Server-side JavaScript Bridging the gap
  51. „JavaScript is painful enough already, now you want me to work with it in the backend as well?“
  52. Why JavaScript? A single scripting language per project dramatically speeds up development Great portions of client side code (i.e. for calculations) can be reused without costs JavaScript is awesome!
  53. Meet node.js „So sexy it hurts“
  54. „The most revolutionary technology for web developers since jQuery.“ Paul Bakaus
  55. JavaScript in the Browser
  56. JavaScript in node
  57. Node‘s features Google‘s V8 engine running on server Server and scripting combined Comes with sugar (pretty modules for system, servers etc.) EcmaScript 5
  58. The great innovation?
  59. Node is completely event- driven. db.query(‘ select..‘, function(result) {});
  60. ? Professional game engine for the web Commercially licensable Cross-platform (yes, works on iPhone!) Comes with all mentioned features (and more) Currently in alpha Contact us for availability and pricing!
  61. Show me the video! http://tinyurl.com/dextrose-aves-engine-sneak
  62. Thanks for your attention! More at dextrose.com & paulbakaus.com Rate this talk at http://spkr8.com/t/2986 @pbakaus We‘re looking for investors and partners! Contact us at contact@dextrose.com for more information.

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