Build New Games
buildnewgames.com · Group blog · on HN since 2012
Build New Games is a collection of articles on HTML5 game development, put together by Bocoup and sponsored by Microsoft.
What HN saysHN commenters link it for practical guides on multiplayer, DOM sprites and physics engines, and one says it is hard to fault for neutrality.
26HN people shared it
7linked it in comments
21stories submitted
375story points
9 years agolast shared
2012people per year2026
Most-shared posts
- 1Real Time Multiplayer in HTML54 people · 150 points · first shared 2012 · 60 comments on HN
- 2High-Performance, Garbage-Collector-Friendly Code3 people · 8 points · first shared 2012 · discussion on HN
- 3Microsoft's HTML5 Games Resource2 people · 179 points · first shared 2012 · 50 comments on HN
- 4Particle Systems From the Ground Up2 people · 5 points · first shared 2012 · discussion on HN
- 5JavaScript Physics Engines Comparison2 people · 2 points · first shared 2012 · discussion on HN
- 6DOM Sprites: a Viable Alternative to Canvas2 people · 1 points · first shared 2012 · discussion on HN
- 7Taming the SVG Beast2 people · 1 points · first shared 2012 · discussion on HN
- 8JavaScript Game Engine Comparison1 people · 7 points · first shared 2013 · discussion on HN
- 9A-STAR Pathfinding AI for HTML5 Canvas Games1 people · 5 points · first shared 2013 · discussion on HN
- 10Websockets: A Guide - somewhat in-depth explanation of WebSockets1 people · 3 points · first shared 2012 · 1 comments on HN
- 11Build a HTML5 game with the Crafty engine1 people · 3 points · first shared 2013 · discussion on HN
- 12Deft and Intuitive Player Character Movement in a 2D Platformer1 people · 2 points · first shared 2012 · discussion on HN
- 13A Study in Adaptive Game Design1 people · 2 points · first shared 2012 · discussion on HN
- 14JavaScript Game Code Organization1 people · 2 points · first shared 2012 · discussion on HN
- 15Mobile Game Development Primer1 people · 2 points · first shared 2012 · discussion on HN
What HN people wrote when they linked it
ajacksified · 2012-04-19
The whole Build New Games site is a collection of articles geared towards html5 game developers, put together by Bocoup and sponsored by Microsoft. Check out more at http://buildnewgames.com/about/.
Additionally, if I can provide any information about WebSockets, a strong interest of mine, I'd love to!
tonyle · 2016-06-23
I came across this post a few years ago, reminds me of the javascript games written 15+ years ago. For a lot of use cases, This technique is simple and has good enough performance.
http://buildnewgames.com/dom-sprites/
Also,take a look at http://createjs.com/.
It is pretty familiar if you come from a flash background. The latest version of adobe flash/animate exports to createjs so you can keep using your old flash authoring skills for your assets.
However, If time is your major constraint, unity might not be as overkill as you might think.
Eraden · 2015-03-18
I could say to propose you to use NodeJS instead but probably you already heard that. First at read this:
http://buildnewgames.com/real-time-multiplayer/
This will describe you complexity of real time client-server communication.
Start with login, go slowly to current game session state and updating it. Better make couple dummy games before you sit down on something really serious.
TazeTSchnitzel · 2012-10-06
With regards to tutorials, yes, it's not for absolute beginners. Still, it has some good guides on things like how to do multiplayer: http://buildnewgames.com/real-time-multiplayer/
Also, aside from the obvious example of WebGL, what's something important that IE10 doesn't do?
qxcv · 2012-10-06
http://buildnewgames.com/physics-engines-comparison/ uses WebGL via three.js
It's pretty hard to fault this site in terms of neutrality. There's even an article about SVG where the author uses Ubuntu and Inkscape.
jules · 2012-10-06
Also interesting that some of the tutorials are showing Linux screenshots. E.g. http://buildnewgames.com/taming-the-svg-beast/ shows the graphics being developed in Inkscape on Ubuntu.
atroche · 2012-10-04
You might want to consider using client-side prediction and lag compensation.
Here's John Carmack describing how he used the aforementioned techniques to make Quake playable over the internet: http://fabiensanglard.net/quakeSource/johnc-log.aug.htm
Here's how Valve do it:
https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_…
And here's another good article on the topic:
http://gafferongames.com/networking-for-game-programmers/what-every-pr…
Oh, and here's one implementing it with Node / HTML5: http://buildnewgames.com/real-time-multiplayer/
Good luck.