Creating 3D games with WebGL and HTML5 APIs isn’t an easy task. It requires matrix manipulation, communicating with graphics hardware, and a good understanding of OpenGL ES (mobile version of OpenGL). To try and make these concepts easy to understand, I created a game tutorial in my new book for HTML5 In Action called Geometry Destroyer. By clicking on the image below, you can play it right now.
I’ve decided to post an HTML5 game called Canvas Ricochet for my upcoming book. The game includes a score counter, progressive leveling, restart capabilities, collision detecting, and more. Click the image below to play now!
Lately I’ve been busy with my new super awesome job at The Nerdery, putting finishing touches on my book HTML5 in Action, and moving to a new location in Chicago. This has kept me quite busy, so I plan on taking a break from side projects for about a month to play Mass Effect 3 and SWTOR. When I return, I’ll be pursing the following projects you can look forward to:
- Getting my game engine Canvas Prime into beta and writing tutorials for it
- Invites to test out my top secrect HTML5 tower defense game
- Finishing my WordPress libraries for settings, custom post types, and user profiles (with documentation)
- Articles on HTML5 game theory, tutorials with emerging technologies, screencasts, and more!
Over the past couple months I’ve been working on an object oriented HTML5 game engine known as Canvas Prime. What makes it very different from all the other Canvas game engines, is you can use simple hooks to significantly modify the engine on the fly. Want to rewrite collisions at the engines core? Use a hook. Want to rewrite the loading screen animation with the current load value? Use a hook. Want to add in WebGL models, could easily be done by adding in a couple hooks.