HTML5 Game Engine
kesiev.com
kesiev.com
Edit: Having looked into the source code... wow! For the "capman" game, he's creating the game map using ascii art and his "help.js" library has a function just for that: asciiArtToMap. This takes me back to the early 90s when making games meant you had to bitblt sprites and worry about every byte in the RAM. His library is great if you want to make sprite-based 2D scroller-type games but I don't know if it is easier to roll your own mini-library or use his for other types of games (e.g. puzzles). However, the source code itself is very extensive and I can certainly see the gamebox.font library being very useful for JS games.
The fact that feature-rich tools, IDEs and libraries don't exist for JS/Canvas games is EXACTLY why I love it. There is so much opportunity here for those who love to build and innovate. If you don't believe that JS/Canvas has a future, I can't change your mind. But if you think that there is a future for browser-based games running JS, then this a very exciting field to jump into.
Before prototype, mootools, and jQuery etc., JavaScript frankly sucked. It was alerts, statusbar texts, and title bar changes. I see Canvas being in that category right now. There is a lot that needs to be done before you will see a thousand "Top 10 tricks to speed up your Canvas game" posts but that's exactly where the most exciting part lies.
Proto, mootools and jQuery are written in JavaScript. So your statement compiles to "JavaScript sucked until people figured out what it could do."
(Which is essentially your larger point, but still.)
Actually yes. Do you remember any amazing JS apps from 2002? IE6 has been around since 2001 and even on slow machines, it can still run most of the JS apps (provided you make the fruitless effort to support it). Where were the JS apps in 2002? Only things people used JS for were form validation and annoyances.
I know these frameworks are written in JS. What I meant to say was that very few people had actually used JS to its full potential and capabilities till just 5 years ago when protoype/scriptaculous/RoR and apps like Google Maps started to show up. I wrote an Ajax-enabled app for IE6 in 2003 and it was so much more work than $.ajax({url:foo,callback:bar});
Yes, I remember Outlook Web Access providing a desktop-caliber mail client in the browser using ajax and javascript.
Unless some kind of native backend is written to make HTML5 apps just as responsive as plugin-based ones, I don't really see how this is going to be successful for games. The performance hit is just too gargantuan.
This competition is precisely what was missing for Flash.
If you actually try to use some of it's nice functional features, as well, you can forget about performance. Maybe you think engines can solve these things, but I doubt it will ever compare to any language built from the ground up to have reasonable performance.
Not quite powerful enough to run, e.g., Doom 3 or something.. but headway is being made.
(Although I happen to be building a Flash engine that would simplify adding configuration options.)
http://www.kesiev.com/akihabara/demo/game-tlol.html?touch=ye...
I couldn't get it to work on the desktop but the controls are there for touch screen.
A few weeks ago, I "converted" an old flash animation of mine to HTML5 <canvas> and <audio>: http://www.phoboslab.org/files/venetianization/
I'm all for HTML5 and all, but this honestly doesn't impress me.
I really hope Apple have put some work into Mobile Safari's JS engine in 4.0. HW accelerated canvas rendering would be nice too.