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HTML5 Games - Not Just for Gamers

Digital Tinkerer at Rawkes
Apr. 17, 2012
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
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HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
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HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
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HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
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HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
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HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
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HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
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HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
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HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
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HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
HTML5 Games - Not Just for Gamers
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The State of HTML5 Games - Fluent JSThe State of HTML5 Games - Fluent JS
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HTML5 Games - Not Just for Gamers

  1. S E mers A M Ga 5 G for ML Just aw kes HT Not Ro bH Hi, I’m Rob Hawkes and I’m here today to talk about the technologies behind HTML5 and JavaScript games. I’m also here to show you why these technologies aren’t just for games and how they can be useful in day-to-day Web development.
  2. I work at Mozilla, a non-profit fighting for a better Web. The same guys who make Firefox. I’m pretty fond of Mozilla. So much so that my girlfriend made me a chicken and leek pie with extra Firefox goodness. It was delicious.
  3. I’m not sure how much time we’ll have for questions at the end, but feel free to grab me in person after the talk or on Twitter. These slides will go online after this talk, they include links to more information on the technologies covered. I’ll put all the details up at the end.
  4. Before we move on I just have a quick disclaimer. This whole talk is about HTML5 and JavaScript as technologies used in the creation of games. They’re technologies that are intrinsically linked to each other by nature, but saying HTML5 and JavaScript every single time makes my head hurt. So instead I’ll just be saying HTML5. Just bear in mind that whenever I mention HTML5 I’m also referring to JavaScript as well.
  5. nt orta p ns im y rea so a re an es form am atter G eym Th Now I think it’s safe to say that games are pretty important, for many reasons.
  6. sa l e r n iv ne u yo a re for ever es am e am e is a g G er Th One of those reasons is that they are universal. There are games out there to suit all walks of life; whether that’s a board game, card game, or computer game. It’s all the same. Over the years, I’ve played all sorts of games that each meant something different to me at that point in life.
  7. It’s memories from games like Paperboy on the ZX Spectrum and its amazing noises and epic loading times. I sorely miss those days.
  8. And Bomberman on the SNES, which really got me addicted to gaming.
  9. And Lylat Wars on the Nintendo 64. Star Fox for the non-European folk. Do a barrel roll!
  10. And the original Sim City. I don’t bare think about the hours I lost to that game, building a city on what I’ve only just noticed was an incredibly muddy landscape.
  11. And Red Alert, one of the first games I owned that let me play with others over the Internet. It was great fun! And probably one of my all-time favourites, along with the original Command and Conquer. Plus, it had an awesome soundtrack.
  12. fu n n m them d a a re ha te es )people am ne G No (sa Another reason is that they are incredibly fun to play. This is probably because they tap in to to our addictive, competitive personalities. I don’t know anyone who hates games.
  13. However, I do know people who hate fruit. A lot. One of my favourite games at the moment is Fruit Ninja on the Kinect. It pretty much justifies the Kinect’s existence. I had a few friends over the other week and we all ended the weekend with Fruit Ninja-related injuries. It was worth it though.
  14. Trailer for Fruit Ninja - http://www.youtube.com/watch?v=UzsmDfKzk7M
  15. ie s a r n d o u wa re h b rh ard u s ste s p tter, fa me er, be Ga Bigg Aside from being universal and fun, games are important because they push the boundaries of what’s possible with today’s technology. Games are one of the only things that deliberately use every ounce of your computer’s capabilities; from graphics, to processing power, to RAM, even to disk space. As computers constantly get better, games improve to use up the new improvements in speed and power. And computer hardware is improved, in part, because of the desire to create faster and more realistic games.
  16. 2011 2002 For example, this is Battlefield 3. It’s one of the most powerful and ‘realistic’ games out to date. It came out in 2011. Compare that to Battlefield 1942, which came out back in 2002. Notice the difference? There’s barely 9 years between them and yet it’s quite clear that Battlefield 3 is far superior, at least visually.
  17. Minimum specs 2400 2000 500 512 128 32 Processor (Mhz) Graphics (MB) RAM (MB) Battlefield 1942 (2002) Battlefield 3 (2011) Just take a look at the minimum hardware specs of Battlefield 1942 and Battlefield 3. In just 9 years we’ve pushed computers so far that the minimum requirement for a game today is way beyond what was even possible back in 2002.
  18. Recommended specs 4000 2400 2400 2000 1024 500 512 32 128 Processor (Mhz) Graphics (MB) RAM (MB) Battlefield 1942 (2002) Battlefield 3 (2011) Battlefield 3 - Recommended (2011) And the minimum specs don’t even produce anything near the quality that you saw on the previous slide. For that you need even more powerful hardware. These are the recommended specs for Battlefield 3. Aside from processor speed, they are at least double everything else. We’re talking state of the art technology here, and even this still won’t run the game at its full potential.
  19. e b r W ette mance a b rfor ean e tte rp be s m sa nd e m w atu re Ga Ne fe We now have more and faster processors than ever before, we have insanely powerful graphics cards, and so much RAM we don’t know what to do with it. The improvements that games help bring about in computer hardware mean that we can now do some really cool stuff on the Web. Without games, there would be little need to continue pushing Web technologies; like faster JavaScript, or hardware accelerated CSS and multimedia rendering.
  20. e s ga m o re orw ard y m ovef Pla We bm the lping he re ua Yo So in a rather long-winded way, my point here is that you need to play more games. You’re making the Web better and having fun at the same time. Win win!
  21. Now you’re probably thinking, “Who is this dude, and why is he waffling on about games? I want to hear about HTML5, damnit!” Let’s make that happen.
  22. es g a m ing ples ist exam Ex he be st ft eo Som The number of HTML5 games out there is growing every day. I’d like to show you a selection of my favourites, just a tiny amount of what’s out there.
  23. Quake II Fully-functional multiplayer Quake II port. http://code.google.com/p/quake2-gwt-port/
  24. Cut The Rope Cut The Rope, ported from iOS. http://www.cuttherope.ie
  25. Bejeweled Bejeweled is a massively popular game on a whole variety of platforms. Popcap recently released a purely HTML5 version. http://bejeweled.popcap.com/html5
  26. Command & Conquer Command & Conquer: Tiberium Alliances is a HTML5 game from EA that is part real-time strategy, part Farmville. http://alliances.commandandconquer.com
  27. GT Racing GT Racing: Motor Academy is a 3D racing game by Gameloft and Mandreel. http://www.mandreel.com/?page_id=1312
  28. BrowserQuest BrowserQuest is a massively-multiplayer RPG that Mozilla recently launched to the public. It works great on mobile and desktop devices but what’s even better is that, aside from being an addictive game, the entire source code is on GitHub. http://browserquest.mozilla.org https://github.com/mozilla/BrowserQuest http://hacks.mozilla.org/2012/03/browserquest/
  29. g y o lo chn ick Te am est 5g ML HT akes tm ftha stuf The There are key technologies that are involved in the development of HTML5 games like the ones you just saw. I’m going highlight a few of the ones that also translate well into the realm of standard Web development.
  30. vas an C tfo rm pla ics raph g 2D Canvas is a 2D bitmap graphics platform. It’s quite amazing what can be done with such simple drawing and image manipulation tools. In games this is used to do things like drawing sprites and performing image manipulation on the fly. https://developer.mozilla.org/en/HTML/Canvas
  31. Silk is a stunning example of what can be achieved by combining the simple drawing tools available in canvas. http://weavesilk.com
  32. Close Pixelate is a canvas app that lets you manipulate images on–the-fly to create a pixelated effect. http://desandro.com/resources/close-pixelate/
  33. You can even use canvas just for simple effects on a standard Web page. David Desandro uses canvas to draw curved lines on his portfolio that indicate areas of focus. Before canvas you’d have had to have used static images or complex techniques to achieve this. http://desandro.com/portfolio/
  34. Last year I helped HTML5 Doctor implement a canvas-based rollover effect on their element index. With canvas, we were able to create custom-shaped rollovers that were entirely dynamic. We also cached these canvas-generated images so they didn’t need to be created on every page load. http://html5doctor.com
  35. Canvas <canvas id='myCanvasElement' width='400' height='400'></canvas> Using canvas is very straight forward. The first thing you need to do is add a canvas DOM element to your HTML page.
  36. Canvas var canvas = document.getElementById('myCanvasElement'); var ctx = canvas.getContext('2d'); ctx.fillStyle = "rgb(200,0,0)"; ctx.fillRect(10, 10, 55, 50); ctx.fillStyle = "rgba(0, 0, 200, 0.5)"; ctx.fillRect(30, 30, 55, 50); From there you can then access the canvas through JavaScript to draw on it and do other cool stuff. This is small canvas demo that draws a solid red square underneath a blue one with half transparency. ‘myCanvasElement’ refers to a HTML <canvas> element that you’ll need to place in your HTML file somewhere. In this example, I’m assuming that you’ve already done that.
  37. GL eb W form lat sp hic grap 3D WebGL brings the ability to provide advanced 3D graphics directly within the browser. Games use this to create immersive 3D worlds and models, or for accelerated 2D graphics. https://developer.mozilla.org/en/WebGL
  38. HelloRacer is a little game that lets you drive a Formula One car around your browser. It’s a beautiful example of WebGL in action. http://helloracer.com/webgl/
  39. Rome is a music video created with WebGL. It’s an amazing example of what the technology can achieve in a real-world situation given a large team. http://ro.me
  40. Tinkercad is probably the best use of WebGL that I’ve seen in a production situation. It’s a Web app that allows you to create 3D objects in your browser using WebGL, then get them printed and sent to your doorstep in just a few simple clicks. It’s seriously awesome. https://tinkercad.com
  41. Eve Online WebGL ship viewer. http://www.eveonline.com/universe/spaceships/
  42. Both Google Maps and Nokia have recently added support for WebGL. The Nokia version is particularly impressive because they fully render and texture 3D shapes of buildings. http://support.google.com/maps/bin/answer.py?hl=en&answer=1630790 http://maps.nokia.com/webgl/
  43. Undulating monkey by Paul Lewis. http://lab.aerotwist.com/webgl/undulating-monkey/
  44. I’m not going to lie, WebGL isn’t the easiest thing to learn. Then again, no raw 3D code is that simple. Instead, I recommend checking out a library called three.js which abstracts WebGL and makes it much easier to implement. https://github.com/mrdoob/three.js/
  45. m e Fra on ps ati ati on loo nim d anim estA timise qu Op re requestAnimationFrame is the new, better way of managing animation in JavaScript. Instead of constantly running a setTimeout or setInterval function, which lack performance and spike CPU usage, requestAnimationFrame puts the browser in control of things and keeps things running smoothly. https://developer.mozilla.org/en/DOM/window.requestAnimationFrame
  46. requestAnimationFrame function update(timestamp) { // DO SOMETHING window.mozRequestAnimationFrame(update); } window.mozRequestAnimationFrame(update); In this example, I’m only using the Mozilla prefixed version of requestAnimationFrame. In reality, there’s a really good shim by Paul Irish that handles cross-browser requestAnimationFrame. http://paulirish.com/2011/requestanimationframe-for-smart-animating/
  47. d io a u L5 sic TM nd m u H grou ck ba nd ctsa effe nd Sou HTML5 audio allows for plugin-less audio. For games, this would be used for sound effects and background music. Audio data APIs implemented by Mozilla and Google allow for manipulation of audio and much more fine-grained control. https://developer.mozilla.org/en/HTML/Element/audio https://developer.mozilla.org/en/Introducing_the_Audio_API_Extension
  48. This is something I made especially for the ASSEMBLY 2011 event in Finland. It’s an audio visualiser that uses WebGL and the HTML5 Audio Data API. http://robhawkes.github.com/webgl-html5-audio-visualiser/
  49. Canvas.fm uses Soundcloud, the Audio Data API and canvas to render music as it plays. http://canvas.fm
  50. Audio <audio id='myAudioElement' controls> <source src='audiofile.ogg' type='audio/ogg'> </audio> Like canvas, using audio is also straight forward. The first thing you need to do is add an audio DOM element to your HTML page.
  51. Audio var audio = document.getElementById('myAudioElement'); audio.play(); audio.pause(); From there you can then access the audio element through JavaScript to control it.
  52. ge ra to kies cal s coo Lo than ore gm torin S Methods like the application cache, Local Storage, and IndexedDB are great for storing relatively large quantities of data locally. This way you can cache data and allow the website to pick up where the user left off. https://developer.mozilla.org/en/DOM/Storage https://developer.mozilla.org/en/Offline_resources_in_Firefox https://developer.mozilla.org/en/IndexedDB
  53. e ts ock bS ion e W omm un icat yerc ltipla Mu WebSockets can be used for the real-time communication between a browser client and server. For games, this would be used for fast-paced multiplayer functionality. https://developer.mozilla.org/en/WebSockets
  54. GoSquared use WebSockets for real-time website analytics. http://www.gosquared.com
  55. WebSockets var ws = new WebSocket('http://example.com/socketserver'); ws.send('This message is sent to the WebSocket server'); ws.onmessage = function (event) { console.log(event.data); } WebSockets are created entirely from JavaScript without the need to add elements to the HTML page. A new WebSocket connection can be opened by calling the ‘new WebSocket’ constructor and passing it the URL to the WebSocket server. From there you can call the ‘send’ method to push data to the server. Or listen for the ‘onmessage’ event to handle data pushed to you from the server.
  56. e rs ork b W cript e W eaded Jav aS i-thr Mult Web Workers allow you to run JavaScript in separate background threads. This allows you to offload computationally-heavy tasks with a single worker, or tackle large quantities of data in a fraction of the time by spreading tasks over multiple workers. Another benefit of doing this is that you don’t lock up the browser during heavy tasks, meaning a user can still interact with things and get stuff done. https://developer.mozilla.org/En/Using_web_workers
  57. Web Workers var worker = new Worker('my-worker.js'); worker.onmessage = function(event) { console.log('Worker message: ' + event.data); }; Web Workers, like WebSockets, are created entirely through JavaScript. You create a new worker by calling the ‘new Worker’ constructor and passing it the path to a JavaScript file. You can then listen to the ‘onmessage’ event that will be fired every time the worker script sends data using a ‘postMessage’ method.
  58. PI n A re e ul Sc we rf ull et po F im ple ,y S The Full Screen API allows you to expand any HTML element to fill the users screen, even if the browser isn’t running full screen itself. For games, this is great because you can make the small canvas element fill the entire screen. Outside of games, this is useful for video elements and Web applications. https://bugzilla.mozilla.org/show_bug.cgi?id=545812 http://blog.pearce.org.nz/2011/09/mozilla-full-screen-api-progress-update.html https://wiki.mozilla.org/Platform/Features/Full_Screen_APIs
  59. Full Screen API var canvas = document.getElementById('myCanvasElement'); if (canvas.requestFullscreen) { canvas.requestFullscreen(); } else if (canvas.mozRequestFullScreen) { canvas.mozRequestFullScreen(); } else if (canvas.webkitRequestFullScreen) { canvas.webkitRequestFullScreen(); } The Full Screen API can be requested from any DOM element. In this example you’re asking a canvas element to expand to fill the screen. One thing to note is that you can’t just make any element fill the screen whenever you want. Right now, the user has to click or press a key to initiate the Full Screen API.
  60. P I n A a t io es n t de vic ri e ob ile n O on m ree ha ve Sc M ust- The Screen Orientation API allows you to do things like changing and locking, you guessed it, the orientation of the screen. Before now, it’s been incredibly difficult to lock orientation on a website or game using nothing but JavaScript. https://bugzilla.mozilla.org/show_bug.cgi?id=740188 http://dvcs.w3.org/hg/screen-orientation/raw-file/default/Overview.html
  61. Screen Orientation API if (screen.mozLockOrientation) { screen.mozLockOrientation('landscape'); } The Screen Orientation API is another relatively simple one. It just landed in Firefox Nightly on mobile. All you need to do is call the ‘lockOrientation’ method of the screen object and pass it a orientation string. It’s important to note that you also need to be using the Full Screen API for the orientation lock to work.
  62. e.js od N cation uni m com rk etwo dn an gic ver lo Ser Node is often used as a multiplayer game server, controlling the logic and handling the WebSockets connections to the players. It can be used for player authentication and the storage of data so gameplay can persist over multiple game sessions. This is all made relatively easy with great third-party modules, like Socket.IO for WebSockets, and others that handle Redis and MongoDB for storage, for example. http://nodejs.org
  63. n s tio plica bsite ap yw e eb fanc W ot justa N The concept of Web apps is something that is gaining a lot of traction at the moment. It’s no doubt this this traction is as a result of the success of native applications and games on the desktop and mobile, particularly with iOS and Android. https://developer.mozilla.org/en/Apps
  64. nce erie exp scre en like ho me p- or Ap esktop thed from ch un La Something that needs to be tackled with Web apps is how to make them feel like real applications rather than glorified websites. One way that is being considered is completely removing the browser chrome and running the application in it’s own window. This will effectively mean that you have full control of the app UI and it won’t look like it’s being run in a browser.
  65. At Mozilla we call this WebRT, which stands for Web Run-Time. By using WebRT you can install a Web app directly into the OS just like you would a native application. The WebRT app will look and feel like a native application when launched but will actually be running a browser rendering engine behind the scenes. This is an example of my game Rawkets running as a WebRT app with the Firefox rendering engine. Notice the lack of browser UI. https://developer.mozilla.org/en/Apps/Apps_architecture#Web_runtime
  66. ing ort e & p bas ion od e- vers sin glec on ing a C Us A lot of game developers want to target browsers but don’t want to rewrite their existing games in JavaScript. To help this process, various methods of converting an existing code-base to JavaScript are starting to appear. However, these methods also apply to non-games. Many people are now converting utility scripts from native languages over to JavaScript. Things like SQLite, even Ruby!
  67. Emscripten https://github.com/kripken/emscripten/wiki
  68. PlayN and Google Web Toolkit https://developers.google.com/playn/ https://developers.google.com/web-toolkit/
  69. PhoneGap http://phonegap.com
  70. u p g in zon eep ri K e ho th ff on tu uchs m So I’ve really only touched the tip of the iceberg here. There is much more coming in the near future. Here are a few ways to keep up with things and get yourself prepared, particularly the things happening at Mozilla.
  71. Are We Fun Yet? https://wiki.mozilla.org/Platform/AreWeFunYet
  72. Are We Mobile Yet? and B2G http://arewemobileyet.com https://developer.mozilla.org/en/Mozilla/Boot_to_Gecko
  73. Firefox platform roadmap https://wiki.mozilla.org/Platform/Roadmap
  74. Firefox Aurora “Get a first look at the latest developer tools, security features and innovative HTML5 and other Web technologies.” http://www.mozilla.org/en-US/firefox/channel/#aurora
  75. Firefox Nightly Bleeding edge functionality. Testing only. http://nightly.mozilla.org
  76. Foundation HTML5 Canvas Out now Paperback and digital formats Become a canvas master Learn how to animate Make two cool space games RAWKES.COM/FOUNDATIONCANVAS Foundation HTML5 Canvas is out now on Amazon and other reputable book stores. http://rawkes.com/foundationcanvas
  77. HTML5 Games Most Wanted Out now Paperback and digital formats Learn from the best Various game-related tutorials Other tips and tricks APRESS.COM/9781430239789 HTML5 Games Most Wanted is out now on Amazon and other reputable book stores. http://apress.com/9781430239789
  78. Rob Hawkes @robhawkes Rawkes.com Personal website and blog RECENT PROJECTS MORE COOL STUFF Twitter sentiment analysis Rawket Scientist Delving into your soul Technical Evangelist at Mozilla Rawkets.com Slides HTML5 & WebSockets game slideshare.net/robhawkes Get in touch with me on Twitter: @robhawkes Follow my blog (Rawkes) to keep up to date with stuff that I’m working on: http:// rawkes.com I’ve recently worked on a project that analyses sentiment on Twitter: http://rawkes.com/ blog/2011/05/05/people-love-a-good-smooch-on-a-balcony Rawkets is my multiplayer HTML5 and JavaScript game. Play it, it’s fun: http://rawkets.com These slides are online at slideshare.net/robhawkes
  79. U O r Y te K e la N m A rab TH ?G es wk es Ha wk ob ha R b ns @ro stio ue Q Thank you. If you have any questions feel free to grab me, or bug me on Twitter (@robhawkes). I’m a friendly chap and I’ll be happy to help.
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