Now one fairly competent person told me that a browser game is best done without a framework, since then the highest speed is reached, and the frameworks (even the fastest) pull too much for such projects, including routing spends too much resources. Tell me, is it worth doing a browser based on the framework (I looked at CodeIgniter), or better from scratch?
- oneI do not understand browser technologies, so I am making out as a comment. It seems to me that the answer to this question most of all depends on your experience in development, than the features of technologies. If this is the first such project, make it easier for you, don't chase the mythical optimization :) - Maxim Kamalov
- Yes, first. - Oleg Arkhipov
- oneUm .. And how is routing related to the game? - Qwertiy ♦
3 answers
If you have time, write from scratch. Get experience and on the mistakes understand what and how. And then it is already possible on the framework.
- Thank you, I started some time ago from scratch, then I thought about more quality when using the framework, and now I started with the CodeIgniter framework, but I haven't done anything yet. I think. Probably back to the old. - Oleg Arkhipov
- @Construct correct solution! - Palmervan
If you choose a framework for the game, look at these:
Easy modular game engine, which includes many functions: animation, event management, redrawing regions, tracking intersections and collisions, sprite graphics and much more. Supports all browsers, incl. IE9. No extra effort is required.
Quintus is an HTML5 gaming engine designed to be modular and lightweight, with a clear JavaScript-like interface. In order to implement the main features of the OOP game engine in the HTML5 engine, in Quintus it is in some respects similar to jQuery, and also supports plugins, event management and a flexible inheritance model to simplify the reuse of the implemented functions.
An easy-to-use jQuery plugin that simplifies game development through the use of implemented game components. Due to the implementation features, it is compatible with multiple browsers, incl. their mobile versions.
Ideal for the implementation of 2D sprite arcade in retro-style and puzzles like Sudoku. It has a ready-to-use self-starting game cycle. Supports mouse and keyboard. Well documented, and the main drawback can only be considered the lack of support for sounds.
The JavaScript game library, which offers a turnkey solution for designing and implementing HTML5 Canvas and WebGL or native OpenGL games within a browser or fixed platforms. Optimized for Google Chrome.
The Enchant.js framework for HTML5 + JavaScript games was developed in 2011, is open source (MIT license), and therefore is free.
Cross-browser open source engine, written entirely in JavaScript. Created from scratch in order to be as flexible as possible, it has an extensive API and uses the latest features of modern browsers. This framework is designed to do everything for you: your idea is to implement it using the most frequently used tools.
A large library on the top level of HTML Canvas. In addition to drawing functions, it has a growing range of useful modules for game development. Most of the existing APIs are based on the popular PyGame.
CSS Game Engine
JavaScript and CSS are used to form the page. Together they work quite confidently and smoothly. Designed for beginners, learning the basics of video game programming. It will be easier if you already have some CSS skills.
clanfx is based on javascript and css and uses tiled graphics. Works at the moment in Firefox, Epiphany and Opera. Among the implemented features: animated sprites, effects of spells, buildings, tiles / textures and basic artificial intelligence.
Browser engine on pure JavaScript and DHTML. In gTile, tiled graphics were chosen for its simplicity and accessibility. The emphasis in the implementation was placed on a high level of interactivity and behavior of game objects. Less attention was paid to the chart. And because the engine is more suitable for creating text RPGs, and graphic capabilities should be enough for the image locations.
Graphic JS open source engine (GPLv3). Easy-to-use syntax is designed to make the framework fast and extensible.
HTML5 based 2D gaming library. Uses both Canvas and DOM facilities.
Ported with iPhone graphic 2D HTML5-engine for JavaScript. Allows you to quickly create 2D games and graphics applications that can work on all modern devices without installing additional plug-ins.
WebGL library and JavaScript 3D engine for creating browser games and 3D applications. Uses WebGL Canvas, supported by modern browsers and capable of supporting the rendering of 3D models using hardware acceleration without plug-ins.
This HTML / JavaScript engine is the reincarnation of a toolkit for developing old-school RPGs (but with more attractive graphics). And all just using HTML and JS. No plugins. No flash.
HTML5 game development engine with touch support. LimeJS was created using the Closure Library created by Google, and it already has classes and functions for tracking time, events, form processing, and animation. Also, the framework supports sprite sheets (i.e., all used images can be placed in one file).
Another framework for creating mobile and desktop games on HTML5 using Canvas and WebGL. Free and open source. There are quick guides to start in JavaScript and TypeScript.
I suffered in the same way, I do not like frameworks myself, but they pull too much and eat resources from 5-100 times. But in pure js, css3, will drive longer. BUT much more efficient and more flexible! Again BUT, if the goal is single, a game, then this is not a pro area for developers, that is, it makes sense to use frameworks! For what optimization in the browser game? These areas are always the first steps and study, self-development!
- That's just in the games that optimizations and the place. - Qwertiy ♦