Learn How to make Angry Birds
wildbunny.co.uk
wildbunny.co.uk
What is interesting to me is that the concepts in the article are arguably more valuable the sample code itself. But by charging for the shallower of the two assets, you end up charging the people who are more likely to pay in the first place.
http://www.wildbunny.co.uk/blog/2011/04/06/physics-engines-f...
http://www.wildbunny.co.uk/blog/2011/04/20/collision-detecti...
http://www.wildbunny.co.uk/blog/2011/03/25/speculative-conta...
Knowing the effect that you are hoping to achieve while reading the code really helps in understanding the implementation.
Very nice, keep them coming :)
and what is with the lousy exchange rate. Ugh. Worse than paypal.
The thing I found most surprising was at the end when he was able to go off the screen by going backwards which very much seems like a bug in their algorithm, but maybe "it's a feature".
That game definitely has good camera management though. I never sat down and thought about how elaborate their scheme was.
There is a new article in the works as well; stay tuned :)
EDIT: to be clear, it's genuine question, I'm really interested in high-performant graphics in HTML5.
Beyond that, all the code is in Javascript and out in the open, and the performance of Canvas isn't any better than Flash's software renderer.
You mention that hardware accelerated Canvas is going to arrive eventually in certain browsers, but hardware accelerated Flash has already shipped (as of last week). As well, Epic announced that Unreal Engine has been ported to the platform.
HTML5 is like 5 years behind Flash in terms of performance.
Also writing in HTML5 at the moment is like being given the total basics. Canvas, as an API, sucks. It'll get better, more libraries will come out, but god-damn it feels like moving backwards to take a step forwards.