HTML5 ゲーム開発入門 (要約)


  1. HTML5 で作られたゲームはスマートフォン、タブレット、PC、スマート TV で動く。
  2. 他のメディアと同様に、ウェブ全体でゲームを広告、宣伝できる。
  3. 支払い。好きな支払い処理サービスを使って課金できる。
  4. 好きな時にゲームを更新できる。
  5. 自身のアナリティクスを集められる!
  6. 顧客ともっと近く繋がれる。
  7. プレイヤーはいつでもどこでもゲームをプレイできる。


機能 技術
Audio Web Audio API (en-US)
Graphics WebGL (OpenGL ES 2.0)
Input Touch events, Gamepad API (en-US), 端末センサー, WebRTC (en-US), Full Screen API (en-US), Pointer Lock API (en-US)
Language JavaScript (Emscripten を使って C/C++ を JavaScript にコンパイルする)
Networking WebRTC (en-US)WebSockets
Storage IndexedDB や "cloud"
Web HTML, CSS, SVG, Social API (とその他いろいろ!)
Full Screen API (en-US)
Full screen gameplay.
Gamepad API (en-US)
Use gamepads or other game controllers.
Build, style, and lay out your game's user interface.
HTML audio
Easily play simple sound effects and music.
Store user data on their own computer or device.
Fast web プログラミング言語 to write the code for your game.
To easily port your existing games Emscripten or Asm.js
Pointer Lock API (en-US)
Lock the mouse or other pointing device within your game's interface.
SVG (Scalable Vector Graphics)
Build vector graphics that scale smoothly regardless of the size or resolution of the user's display.
Typed Arrays
Access raw binary data from within JavaScript; Manipulate GL textures, game data, or anything else.
Web Audio API (en-US)
Control the playback, synthesis, and manipulation of audio in real time.
Create high-performance, hardware-accelerated 3D (and 2D) graphics. OpenGL ES 2.0.
WebRTC (en-US)
Real-Time Communications to control audio and video data, including teleconferencing and transmitting other application data back and forth between two users like chat.
Connect your app or site to a server to transmit data back and forth in real-time. Perfect for multiplayer gaming action, chat services, and so forth.
Web Workers
Spawn background threads running their own JavaScript code for multi-core processors.
XMLHttpRequest and File API
Send and receive any kind of data you want from a Web server like downloading new game levels and artwork to transmitting non-real-time game status information back and forth.