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Ninja power: open-source HTML5 toolset aims to enable richer Web apps

Ninja power: open-source HTML5 toolset aims to enable richer Web apps
Modern HTML rendering engines and emerging standards make it possible to create a new class of rich experiences that could previously be achieved only with native development toolkits—but developers need better Web development frameworks and authoring tools in order to take advantage of the possibilities. Three new open-source software projects developed at Motorola Mobility hope to address the problem. We—Tim Statler, Zachary Cohen, and Kris Kowal—have had the pleasure of working on a new content creation tool called Ninja, a JavaScript development framework called Montage, and a testing automation tool called Screening. In this article, we will describe all three pieces of software, and we've included code examples to illustrate some of the functionality. The Ninja authoring tool is a Google Chrome app for designing keyframe-based animation with HTML5, including 3D scenes and vector graphics. Montage bridges the gap between developing native applications and Web sites. Workspace Layout

Real Time Multiplayer in HTML5 Multiplayer and browsers When you consider making multiplayer games, there are many methods available for creating a game that friends can play online. There is a good variety of multiplayer game types - take for example a card game you play synchronously with friends. Turns are made, information is exchanged in (semi) real time and the game progresses in discrete steps. Another example, Chess, can be asynchronous. Players take their time, contemplating possible actions and play their next move one week from now. Card games and Chess both usually require communication with a server and communication with the other players in order to work online. The trouble with these methods is the delay, posting a message and waiting for a response each time is just too slow. Luckily, in modern browsers we can take one step higher, and have a real time connection between a server and clients. The technologies that we have chosen and why Socket.io Node.js Canvas/HTML5 Getting into the gameplay Get the code

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