Finally took a peak at it 3 days ago and it was awesome.
HTML5 is a flash killer!
Now you can integrate sound, video, image manipulation, SVG right into your web page.
Here are some pit holes when I was testing canvas:
- canvas.getContext('2d').putImagedata is slow when using large offset
- creating 1000 canvas consume 500-800mbs, better to create one huge canvas for all your buffers.
I'm going to be creating a game with HTML5.
It a real time strategy game know as Z, it's around 400 mbs. But I have figure a way to shrink it down to under 3 mb.
Plan:
- Decode the games rules, stats for unit and terrain 0%
- Extract tiles, sprites, and audio. 60%
- Extract original levels 5%
- Loss-less Compress of resources for web usage.30%
- JavaScript Engine to run the game
- AI for the single player
- hack in to google/facebook for multiplayer
Beside HTML5 awesomeness, IE9 were faster then firefox 3.
go here to test out your browser with html5 http://ie.microsoft.com/testdrive/
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