Author Topic: Akihabara framework (JS+Canvas)  (Read 1033 times)

Offline shoespeak

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Akihabara framework (JS+Canvas)
« on: July 17, 2010, 08:55:47 AM »
Hello everyone,

Recently I discovered Akihabara (http://www.kesiev.com/akihabara/), a game engine written entirely in JavaScript that utilizes HTML5 elements (audio, canvas) to make very clean, smooth, almost flash like games.  Check out the demos on the site and hopefully you will be as amazed as I was.

Has anyone heard of this or used it before? I downloaded the source and have been playing around with it. I think the framework can still use some work but it seems to be in pretty active development. I have mostly been playing around with the rpg-style game and have been thinking about what needs to be done to make it suitable for an mmo/pbbg . I found a blog, http://minimorpg.blogspot.com/, where the author is also trying to turn it into an mmo. The biggest addition he has added, so far, is to load resources from the server.

A few things I wanted to ask about: do you guys think something like this could be used to make a fun, persistent game? The main issue that I see is that the data could be manipulated by the player pretty easily....

I know this is slightly different then most of the games that are discussed on this forum but I just wanted to switch things up a bit and bring attention to Akihabara.

Offline jannesiera

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Re: Akihabara framework (JS+Canvas)
« Reply #1 on: July 17, 2010, 12:56:25 PM »
I have heard of Akihabara before. As well as I have bookmarked a few other javascript frameworks to create flash-like games. Lolninja is working on Thorny but I guess he will reply when he sees this post himself.

If you wanted to talk about this more you might want to join us on the chat: http://webchat.freenode.net/ (#bbg).

Offline lolninja

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Re: Akihabara framework (JS+Canvas)
« Reply #2 on: July 18, 2010, 07:48:40 AM »
Hey, I've had a play with Akihabara along with gameQuery and was mightily impressed by both, and for single player games they are pretty ideal in terms of how they work. From what I was able to gather from looking over the code it shouldn't be to complex to implement a multiplayer browser game. The issues I found were more to do with scale, and easy of expanding the content.

What I mean by scaling is that because it is using canvas to render its content you'r going to run into issues supporting a wide range of browsers, and even then firefox's canvas support is pretty horrific, unless you start using tiny view ports, which to me is not acceptable.

As for expanding the content, normally in 2D multiplayer online games you need a vast amount of variable content, the two ways I see to implement this effectively is to either pre-render all of the content into 1000s of tiles then download and stitch them together, or to download blocks of tile data, and draw it on the client. Each technique has its own pros and cons, for example using the pre-rendered method your able to cater for people with lower spec machines, or older/slower browsers, but your bandwidth usage skyrockets, using the client to render the levels makes it easier to implement collision detection, but puts a ton of additional load on your client. Akihabara and gameQuery both use the render on client method.

Within Thorny by default I am going to be implementing the pre-rendered method, mainly because it allows me to use external applications to draw my maps, which cuts the amount of work to implement the game, though this has caused some interesting data modelling problems and has made implementing collision detection a pretty significant issue.

I can't wait to see what you come up with, unfortunately Thorny is a way off, so it will be a while before I could recommend using that instead, though even then you'd need to take my recomendendattion with a grain of salt :D

 


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