Game Closure "DevKit" For Mobile HTML5 Games Is Open Source
First time accepted submitter Chris Taylor writes "Silicon Valley startup Game Closure has open-sourced their HTML5 game development toolkit. The trailer video showcases some interesting new technology. It allows game developers to write code in JavaScript on Windows, Mac and Linux desktops to rapidly create and then deploy new games on the Internet, Android, and on iOS cellphones. The source code for the entire stack is available on GitHub, including the changes to Google V8 and Mozilla SpiderMonkey."
I appreciate the contribution of an engine of this nature, but I have to wonder how the company behind it can remain viable if this is their only 'product'?
Can anyone find something saying what browser versions are compatible with DevKit? That's often a sticking point with HTML5, especially with older IE versions
I'll be sure to keep an eye on this. It looks promising!
Anybody know how this differs from PhoneGap? Any comparisons or comments as to which is better and why?
Peter predicted that you would "deliberately forget" creation 2000 years ago...
I've been developing on enchant.js which is licensed under MIT license:
http://enchantjs.com/
It's written by 3 Japanese developers I believe, so some of the documentation is not in English, but of all the HTML5/JS engines out there, this one seems to be the best. You really got to dig around for documentation, but when you do find it, almost everything is laid out and it has everything you need for Android/iOS/Desktop based games. It also doesn't require node.js or other dependencies, which is one reason why I dismissed DevKit here almost immediately, aside from the GPL3 license you pointed out.
"5 Game Closure reserves the right to revoke this license at any time for any reason." That part is a little scary.
> of all the HTML5/JS engines out there, this one seems to be the best
This is a bold claim. ImpactJS, Sencha Touch (1 & 2), Construct2, and now gameClosure all have UI widgets + design systems. If Views aren't baked into the framework, I don't understand what "best" is supposed to mean. Enchant has a link to how to do mixins which is really illustrating how a library that can be used to help make games is not the equivalent of a game engine.
Thanks for the tip - I'll keep it in mind.
I usually write raw JS without a framework, and am thinking of someday spinning off my own framework for the types of interfaces I tend to design - very spartan and textual, with a menu bar on top, and lots of keyboard shortcuts. If I ever do more game-like graphicsy stuff in JS, I'll definitely have a look.
--libman
Regarding their non-GPLv3 option:
"Game Closure reserves the right to revoke this license at any time for any reason."
This basically makes the is GPLv3 licence ONLY. That clause makes the other option a non-option since it allows them to do whatever the hell they want.
Pascal (including Delphi and Oxygen) developers should have a look at Smart Mobile Studio.
http://smartmobilestudio.com/
This bascially compiles pascal to javascript. This brings a lot of features to javascript, and you code actually stays human readable. Its fast too.
Hivemind harvest in progress..
There seems to be plenty of gaming libs and frameworks already available. Not sure why this announcement would be special? In recent open source gaming competition there were 48 games, and pretty much every one of them was made with different frameworks, so it means there must be at least 48 different gaming frameworks available. Announcing new gaming framework is not a big event it seems.
Any game that runs in recent Chrome should run in (desktop versions of) Internet Explorer using the Google Chrome Frame plug-in. So in terms of needing a plug-in, it's probably no worse than Flash.
It's JavaScript. You can tunnel to the online game's server through a WebSocket in any JavaScript environment that supports WebSockets, which currently includes everything but IE <= 9, Android Browser, and Opera Mini (the version that does all the rendering server-side). And if your game is turn-based, you can still do your updates through XMLHttpRequest.