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  libgdx goes HTML5  (Read 5725 times)
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Offline badlogicgames
« Posted 2012-03-12 22:48:03 »

Wrote a GWT backend, almost complete. It allows you to deploy your apps as pure javascript + WebGL, no need for a Java applet. GWT limitations apply.  Blog spam with link to (lame) demo game http://www.badlogicgames.com/wordpress/?p=2308

http://www.badlogicgames.com - musings on Android and Java game development
Offline princec

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« Reply #1 - Posted 2012-03-12 22:53:15 »

Well - it works! Quite remarkable. I'm itchin' to see something big done like this. If only it didn't involve learning Javascript  Cranky

Cas Smiley

Offline badlogicgames
« Reply #2 - Posted 2012-03-12 23:04:20 »

Why would you need to learn javascript?

http://www.badlogicgames.com - musings on Android and Java game development
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Offline princec

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« Reply #3 - Posted 2012-03-13 00:13:37 »

Ah of course, I forgot that's what GWT is supposed to do!
... I don't trust it of course Wink

Cas Smiley

Offline kappa
« League of Dukes »

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« Reply #4 - Posted 2012-03-13 10:06:56 »

Oh nice, really impressive that the demo runs at a solid 60fps, WebGL seems to have really matured nicely. Could be the best thing ever for writing web games in Java.

In the absence of WebAL what's the sound support like? anything usable for modern games?

What plans do you have for supporting browsers that don't (will never) support WebGL? Maybe something like a Canvas fallback? but suppose that'll be too slow for 3d, could use a Java Applet fallback for those I guess.
Offline badlogicgames
« Reply #5 - Posted 2012-03-13 10:44:22 »

For sound, there's Sound Manager 2 which abstracts the html5 audio tag and uses Flash as a fallback. Not yet sure about it's capabilties. It looks like audio is the biggest issue on the web at the moment.

All the major browsers except IE support WebGL now (with some caveats, e.g. Firefox blacklists some graphics cards). An applet fallback for IE is an interesting idea. Another option would be Google Chrome Frame, haven't tested that yet though. Given our API, Canvas is sadly not sufficient and i'd rather not start introducing different profiles. We'll see how my bet on WebGL/GL ES 2.0 turns out in the end.

http://www.badlogicgames.com - musings on Android and Java game development
Offline ReBirth
« Reply #6 - Posted 2012-03-13 13:52:01 »

Talking about sound, does the Bob doodle demo have sound? I have no sound here. FF10 win7 jdk7.

Offline badlogicgames
« Reply #7 - Posted 2012-03-13 17:07:15 »

No it doesn't, i'm implementing sound in the GWT backend as we speak. Couple of new games have already been ported (see updated blog post). Pretty neat Cheesy

http://www.badlogicgames.com - musings on Android and Java game development
Offline jojoh

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« Reply #8 - Posted 2012-03-14 10:09:22 »

Truly great!

And things just work. I will now have to dig up my 2 little test and try to convert them. I am really happy that I chose libGdx for the last project.

Offline ReBirth
« Reply #9 - Posted 2012-03-14 14:56:03 »

No it doesn't, i'm implementing sound in the GWT backend as we speak. Couple of new games have already been ported (see updated blog post). Pretty neat Cheesy
Great!  Cool

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Offline xinaesthetic

Senior Member


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« Reply #10 - Posted 2012-03-14 15:43:11 »

All the major browsers except IE support WebGL now (with some caveats, e.g. Firefox blacklists some graphics cards).
Unless you consider that perhaps mobile browsers aught to be considered major these days (at least, they can't be ignored).
Offline badlogicgames
« Reply #11 - Posted 2012-03-16 07:08:53 »

Well, libgdx has an Android backend, it would be silly to have your app run in the browser there. iOS doesn't support WebGL in the browser (save for some hacks no normal user will do). Rumors have it that Apple will allow WebGL for ads (wtf indeed). Windows Mobile or whatever they call it now is definitely never going to have WebGL/OpenGL ES.

http://www.badlogicgames.com - musings on Android and Java game development
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