HTML5 Game Dev Tutorials iOS 7.1 - minimal-ui is anything but minimal for HTML5 game developers Posted 15:16PM on March 20 2014 by Pascal Rettig This is a guest post from Odobo CTO Peter Mareš. As the developer program for real-money gaming, we assess the impact that any new software update is likely to have on our developer community. The most exciting addition is a modification to how Safari handles web apps: it makes development easier, improves the look of games and enhances the player experience. In this article, we cover some iOS 7.0 history, prior solutions, and the future ahead with 7.1. iOS 7.0 Safari: a brief history In iOS 7.0, Mobile Safari hid the address bar and changed the behaviour of both full-screen browsing and full-screen mode. iOS 7.0 Safari: a temporary solution Since no browser event was fired when the browser bars appeared, workarounds had to poll the visible browser area for each frame (we used requestAnimationFrame). This provided a solution; however, it was a messy hack. About Odobo
free game graphics It is once again time for a prototyping challenge! The rules are the same. You are an elite programmer that wants to make something fun without spending ten years in art school learning how to draw stick figures. I provide some easy-to-use graphics and an intriguing game design for you to riff upon. Send me the links to your masterpieces and I'll post them for folks to enjoy and critique. This time, we are tackling an ancient, yet still fascinating, genre that is long overdue resurrection: The God Game. Back in the day, there was a game call Populous where you played a god. I've divided the challenge up into two sections. Challenge Part I: Core MechanicsHave you ever experienced the simple joy of sorting your Legos? As with all mechanics, the written design is a starting point. The mapThe land starts out with randomly sorted PlanetCute prototyping tiles, piled up to five levels deep. There are several types of tiles: The finished house will pop out the villager upon completion.
Creating Particles with Three.js ## Introduction Hello again. So by now you’ve got started with Three.js. If you’ve not you might want to go back. Assuming you have you’re probably thinking that you’d like to do something with particles. Three.js treats a particle system like any other primitive shape in that it has geometry and position, scale and rotation properties. Even though they are treated as part of the same object we can still style the particles individually in terms of their colour since Three.js sends through colour attributes to the shader when it’s drawing them. There is also a knock-on effect of having a particle system governed by the geometry vertices, which you may need to consider. To create a particle system we need the following code: