For the last year and a half indie studio NWG has been developing Wardensity, an 3D Multi-player HTML5 game being build on WebGL using Three.js as a base.
The game is completely cross-platform (there are web versions for Mozilla & Chrome, desktop version for Win, Linux, Mac & mobile version for Android and Tizen).
The fully-multiplayer game is created using Angular.js for the interface on the front-end and Socket.io, Node.js & Express on the backend along with a custom C++ pathfinding library. Data is stored in MongoDB.
Initially using stock Three.js, the team quickly ran into problems with performance - to solve this they starting merge as many of the draw calls as possible, reducing the original 600-1500 per frame down to 30-50 for the visible map. The team was able to get performance up to a stable 30-40fps on 1920x0180 on a lowly intel hd4000.
Over at LessMilk.com, Thomas is building one new HTML5 Game per week. The games are built using Phaser, a 2d-focused game engine, and while the feature simple graphics - they are quite fun and the animations and smooth and juicy.
Alteil:Horizons is a groundbreaking HTML5-powered turn-based tactics game raising money on Kickstarter. The game is powered by CSS3 Animation and transitions, giving excellent hardware accelerated support across browsers and it uses Angular.js as a front-end framework.
The reasons for picking HTML5 are detailed in a reddit comment:
This allowed us to use pretty much anything we want in the front end, and we started with flash, then looked at unity and even considered the unreal engine. The selling points of these were the graphical superiority and the idea that web games are slow. That said, flash development was a bit complex and had optimization techniques were of little value add for a turn based game. Unity and similar games were awesome but the idea of forcing a user to install a component to play our game felt like it defeated the purpose of a web game.
I ended up asking people to test out the web anyhow, because all of the downsides such as speed were just theories. When my staff tried out our these proof of concepts in reality, I couldn't be happier. We tested to see how much the DOM could take before there was any human noticeable slowdown and it was well beyond anything we'd ever throw at it with our most complex scenes.
With that settled, and the fact that the dom was actually a reasonable choice, I continued along my separation of concerns routine. Knockout was my first choice but it simply didn't handle a project of our scope as well as I'd like. When I looked at angularJs, it had everything i wanted. The server would send in a json update using socketio (well, checking the best and moving all the way down to long pooling if needed) and everything would just bind. Mock data was as sinch too. I was able to have everyone focus on their specialty and not have to be bogged down by things that weren't relevant to what was immediately in front of them.
From a business standpoint, it's a lot easier to find people who developer for the web than almost anything else. Even our end users picked it up like nothing, and I asked someone in our game's chat to throw togetherhttp://cards.apocoplay.com/ for me. He did it almost instantly.
AngularJS is one of the most powerful tools in my product's pipeline.
Check out the Kickstarter for more details as well as the videos below
The game features a in-browser Ruby interpreter, a nice soundtrack, some sexy pixel art and is based on Ryan Bates command line version of the game. The game is built in Impact.js.
Turing Game is a fun puzzle game built in HTML5 where you construct instruction circuits out of a set of available parts to guide a robot to a goal. The puzzles get progressively harder and introduce programming concepts like looping and conditionals.
It's built by Nadbor Drozd and is one of the first larger scale games built with the Quintus Game Engine
There's probably no better way to show off the power of the web as a Gaming platform than to take a full, commercial game engine and show it playing in the browser smoothly and fluidly.
Read more on Mozilla's blog Mozilla is Unloacking the Power of the Web as a Platform for Gaming and check out the video below.
Impact++ is a pretty incredible set of extensions for the Impact.js HTML5 Game engine that adds in:
- Realtime Dynamic Lighting
- Pixel Perfect Lighting
- Performance enhanced Box2D intergration with collision map slope support
- Base Entity and Character classes
Written by Colin Hover, the extension adds a whole lot of goodies to an already excellent engine.
The extension is a very young project and be careful with performance, but the demo is impressive.
Built on the work-in-progress Axis Game Engine, an engine designed for top-down RPGs and Action Games (in Baldurs Gate or Diablo style), the Creates Vs. Demons Tech Demo boasts an impressive full-screen Diablo-like interface with smooth animations.
Following up on the success of DOM-based HTML5 (technically HTML4) hit World of Solitaire (which tallies over a million monthly uniques as the first result when you type "Solitaire" into Google), one-man developer Telparia has released a set of multi-player card games at WorldOfCardGames.com, which features easy-to-play Hearts, Go Fish and Spades.
I asked developer Robert Shultz about the tech behind the game:
The back end is node.js and redis. It uses websockets (sockjs) to communicate between the browser and server."
Head over to WorldOfCardGames.com to give it a play
Bombermine, a massively multi-player online Bomberman using Websockets and supportung up to 1000 players per server has launched. It's an incredibly smooth experience, even with the known latency of WebSockets, and serves up lots of fun and powerups.
Click the image below to start bombing away.