Creating a 3D game with Three.js and WebGL
In order to learn the basics of Three.js and its use in 3D games, we will be creating a simple Pong clone with basic materials, lights and shadows. This will also cover some of the basic logic code required for a functional Pong game.
Introduction to Lighting in Games
Lighting is a topic which merits an in-depth study all on its own; most artists spend years mastering the subtleties of light and color. This article will introduce you to the key concepts of light in computer graphics and how to use it effectively.
Particle Systems From the Ground Up
Particle systems are a simple way to accomplish many great visual effects in your game. We'll create a very naive particle system to show the basic concepts behind them, then dive deep into features commonly found in more advanced particle systems
DOM Sprites: a Viable Alternative to Canvas
Today we're going to look at an alternative to the CANVAS tag which works great for HTML5 games. The best part? It is easy to implement, and works everywhere! It even runs well on mobile devices - sometimes faster than canvas by a long shot.
Progressive Enhancement in Browser-Based Games
One fundamental challenge of web development is providing access to the diversity of devices accessing the web, allowing users to interact with content regardless of platform or connectivity. One strategy for working with such diversity — *progressive enhancement* — is of significant benefit to browser-based game developers, and can help realize the full potential of games on the web.
Taming the SVG Beast
With the large number of varying screen resolutions available on today's HTML5 gaming devices, it is now advisable to give some consideration to incorporating vector graphics into your games.
In this article I'll run through some of the choices to be made developing 2D games, and hopefully give you some ideas for developing your own games using HTML5.
Global Composite Operations - Your Canvas Utility Belt
This article will explore two of the lesser known GCOs -
destination-out- and show how they can help you solve some common problems in game graphics programming.