A nice write-up on what HTML5 Devs can expect from iOS 6.
Big ones for HTML5 game development: Web Inspect/Remote debugging (Yay!), Web Audio API, Full Screen view in Landscape Mode, requestAnimationFrame.
These have not been verified, although I'm sure they will be soon - I'll believe Web Audio API when I see it - the rest of them seem plausible.
Update: Apparently it's true!
appMobi has released it's first massively cross-platform (9 devices, including Facebook and Chrome!) with a single Impact.js powered codebase.
See more details and check out the video below.
Good to see the promise of HTML5 Game Development - single codebase - run anywhere, finally start to creep into reality.
Google has released the Chromebox, as $329 "Web Browser in a box" small form-factor computer built by Samsung that boasts an Intel Core Processor and 4GB of ram.
If it catches on, this sort of thing could very well help drive the future of gaming to the browser (NaCL included) and away from dedicated console as it opens up access to web browsers as first class citizens to the living room.
Now, how's that GamePad API coming along?
See the full details on Google.com
TechCrunch is reporting that Laurent Desegur has been drawn away from social gaming powerhouse Zynga to join HTML5 Game startup Game Clojure. Sounds like that whole HTML5-game-thing has legs
This Post from Scirra, the makers of Construct 2, is liquid gold for HTML5 Game Developers targeting mobile (which is probably all of em) - it shows the performance of a particular game built in Construct 2 on various devices in various deployment methods, including straight Browser (Mobile Safari, Chrome for Android) and package as an app (PhoneGap, DirectCanvas, CocoonJS)
Takeaways are that iPhone 4S and iPad 2+ are pretty handy at HTML5 Games, even just running via mobile Safari while Windows Phone 7 and Android still have some work to do performance-wise, although Android native w/ CocoonJS gets back up to an acceptable 34 fps.
The king is dead, long live the king. According to statcounter.com, last week Chrome passed IE as the most popular browser in the world. And there was much rejoicing in the streets.
This is a great thing for HTML5 Game Development (and particular WebGL support) Graph below.
(Originally reported by Global Nerdy Blogger )
...Or not response from microsoft on how StatCounter is over-counting Chrome pre-renders.
Mozilla Labs has released a barebones HTML5 Game Template that helps developers get started faster and deploy quicker. It's not game-engine specific, but includes dependency management via volo to pull in libraries and can be used to generate engine-specific templates as well.
Showing that the Kickstarter game trend has some legs outside of funding established developers making throwback games, a project called "Ron Paul: Road to REVOLution," built in HTML5 garnered over $9k is pledges on Kickstarter and still has till May 1st to get more. While $9k doesn't put it in the same league as a Doublefine, it's still not too shabby for a HTML5 game.
From the description:
Collect Delegates to ensure your seat as the President, collect Gold Coins to unlock branches of the Federal Reserve where you defeat bosses and progress your quest to end the Federal Reserve.
Check out video below and the Kickstarter page for more details.
More articles should be coming in the months ahead, but the articles at launch are:
While not in any sort of sexy blog-post format, Ian Hickson has posted a list of additions to the Canvas V5 API on the whatwtg mailing list.
Some nice looking features like:
- Path Primitives
- Ellipses (no more path arc junk)
- Dashed lines
- Text on a path
- Hit Testing (Yay!)
These, of course, are in the API, which doesn't mean that they are available in any browser whatsoever, but should be coming down the pipe at some point soon.