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

  1. 1
    Real Time Multiplayer in HTML5
    4 people · 150 points · first shared 2012 · 60 comments on HN
  2. 2
    High-Performance, Garbage-Collector-Friendly Code
    3 people · 8 points · first shared 2012 · discussion on HN
  3. 3
    Microsoft's HTML5 Games Resource
    2 people · 179 points · first shared 2012 · 50 comments on HN
  4. 4
    Particle Systems From the Ground Up
    2 people · 5 points · first shared 2012 · discussion on HN
  5. 5
    JavaScript Physics Engines Comparison
    2 people · 2 points · first shared 2012 · discussion on HN
  6. 6
    DOM Sprites: a Viable Alternative to Canvas
    2 people · 1 points · first shared 2012 · discussion on HN
  7. 7
    Taming the SVG Beast
    2 people · 1 points · first shared 2012 · discussion on HN
  8. 8
    JavaScript Game Engine Comparison
    1 people · 7 points · first shared 2013 · discussion on HN
  9. 9
    A-STAR Pathfinding AI for HTML5 Canvas Games
    1 people · 5 points · first shared 2013 · discussion on HN
  10. 10
  11. 11
    Build a HTML5 game with the Crafty engine
    1 people · 3 points · first shared 2013 · discussion on HN
  12. 12
  13. 13
    A Study in Adaptive Game Design
    1 people · 2 points · first shared 2012 · discussion on HN
  14. 14
    JavaScript Game Code Organization
    1 people · 2 points · first shared 2012 · discussion on HN
  15. 15
    Mobile Game Development Primer
    1 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.

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