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---
name: game-engine
description: 'Expert skill for building web-based game engines and games using HTML5, Canvas, WebGL, and JavaScript. Use when asked to create games, build game engines, implement game physics, handle collision detection, set up game loops, manage sprites, add game controls, or work with 2D/3D rendering. Covers techniques for platformers, breakout-style games, maze games, tilemaps, audio, multiplayer via WebRTC, and publishing games.'
---
# Game Engine Skill
Build web-based games and game engines using HTML5 Canvas, WebGL, and JavaScript. This skill includes starter templates, reference documentation, and step-by-step workflows for 2D and 3D game development with frameworks such as Phaser, Three.js, Babylon.js, and A-Frame.
## When to Use This Skill
- Building a game engine or game from scratch using web technologies
- Implementing game loops, physics, collision detection, or rendering
- Working with HTML5 Canvas, WebGL, or SVG for game graphics
- Adding game controls (keyboard, mouse, touch, gamepad)
- Creating 2D platformers, breakout-style games, maze games, or 3D experiences
- Working with tilemaps, sprites, or animations
- Adding audio to web games
- Implementing multiplayer features with WebRTC or WebSockets
- Optimizing game performance
- Publishing and distributing web games
## Prerequisites
- Basic knowledge of HTML, CSS, and JavaScript
- A modern web browser with Canvas/WebGL support
- A text editor or IDE
- Optional: Node.js for build tooling and local development servers
## Core Concepts
The following concepts form the foundation of every web-based game engine.
### Game Loop
Every game engine revolves around the game loop -- a continuous cycle of:
1. **Process Input** - Read keyboard, mouse, touch, or gamepad input
2. **Update State** - Update game object positions, physics, AI, and logic
3. **Render** - Draw the current game state to the screen
Use `requestAnimationFrame` for smooth, browser-optimized rendering.
### Rendering
- **Canvas 2D** - Best for 2D games, sprite-based rendering, and tilemaps
- **WebGL** - Hardware-accelerated 3D and advanced 2D rendering
- **SVG** - Vector-based graphics, good for UI elements
- **CSS** - Useful for DOM-based game elements and transitions
### Physics and Collision Detection
- **2D Collision Detection** - AABB, circle, and SAT-based collision
- **3D Collision Detection** - Bounding box, bounding sphere, and raycasting
- **Velocity and Acceleration** - Basic Newtonian physics for movement
- **Gravity** - Constant downward acceleration for platformers
### Controls
- **Keyboard** - Arrow keys, WASD, and custom key bindings
- **Mouse** - Click, move, and pointer lock for FPS-style controls
- **Touch** - Mobile touch events and virtual joysticks
- **Gamepad** - Gamepad API for controller support
### Audio
- **Web Audio API** - Programmatic sound generation and spatial audio
- **HTML5 Audio** - Simple audio playback for music and sound effects
## Step-by-Step Workflows
### Creating a Basic 2D Game
1. Set up an HTML file with a `<canvas>` element
2. Get the 2D rendering context
3. Implement the game loop using `requestAnimationFrame`
4. Create game objects with position, velocity, and size properties
5. Handle keyboard/mouse input for player control
6. Implement collision detection between game objects
7. Add scoring, lives, and win/lose conditions
8. Add sound effects and music
### Building a 3D Game
1. Choose a framework (Three.js, Babylon.js, A-Frame, or PlayCanvas)
2. Set up the scene, camera, and renderer
3. Load or create 3D models and textures
4. Implement lighting and shaders
5. Add physics and collision detection
6. Implement player controls and camera movement
7. Add audio and visual effects
### Publishing a Game
1. Optimize assets (compress images, minify code)
2. Test across browsers and devices
3. Choose distribution platform (web, app stores, game portals)
4. Implement monetization if needed
5. Promote through game communities and social media
## Game Templates
Starter templates are available in the `assets/` folder. Each template provides a complete, working example that can be used as a starting point for a new project.
| Template | Description |
|----------|-------------|
| `paddle-game-template.md` | 2D Breakout-style game with pure JavaScript |
| `2d-maze-game.md` | Maze game with device orientation controls |
| `2d-platform-game.md` | Platformer game using Phaser framework |
| `gameBase-template-repo.md` | Game base template repository structure |
| `simple-2d-engine.md` | Simple 2D platformer engine with collisions |
## Reference Documentation
Detailed reference material is available in the `references/` folder. Consult these files for in-depth coverage of specific topics.
| Reference | Topics Covered |
|-----------|---------------|
| `basics.md` | Game development introduction and anatomy |
| `web-apis.md` | Canvas, WebGL, Web Audio, Gamepad, and other web APIs |
| `techniques.md` | Collision detection, tilemaps, async scripts, audio |
| `3d-web-games.md` | 3D theory, frameworks, shaders, WebXR |
| `game-control-mechanisms.md` | Touch, keyboard, mouse, and gamepad controls |
| `game-publishing.md` | Distribution, promotion, and monetization |
| `algorithms.md` | Raycasting, collision, physics, vector math |
| `terminology.md` | Game development glossary |
| `game-engine-core-principles.md` | Core design principles for game engines |
## Troubleshooting
| Issue | Solution |
|-------|----------|
| Canvas is blank | Check that you are calling drawing methods after getting the context and inside the game loop |
| Game runs at different speeds | Use delta time in update calculations instead of fixed values |
| Collision detection is inconsistent | Use continuous collision detection or reduce time steps for fast-moving objects |
| Audio does not play | Browsers require user interaction before playing audio; trigger playback from a click handler |
| Performance is poor | Profile with browser dev tools, reduce draw calls, use object pooling, and optimize asset sizes |
| Touch controls are unresponsive | Prevent default touch behavior and handle touch events separately from mouse events |
| WebGL context lost | Handle the `webglcontextlost` event and restore state on `webglcontextrestored` |

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# 2D Maze Game Template
A mobile-optimized 2D maze game where players guide a ball through a labyrinth of obstacles to reach a target hole. The game uses the **Device Orientation API** for tilt-based motion controls on mobile devices and keyboard arrow keys on desktop. Built with the **Phaser** framework (v2.x with Arcade Physics), it features multi-level progression, collision detection, audio feedback, vibration haptics, and a timer system.
**Source reference:** [MDN - HTML5 Gamedev Phaser Device Orientation](https://developer.mozilla.org/en-US/docs/Games/Tutorials/HTML5_Gamedev_Phaser_Device_Orientation)
**Live demo:** [Cyber Orb](https://orb.enclavegames.com/)
**Source code:** [GitHub - EnclaveGames/Cyber-Orb](https://github.com/EnclaveGames/Cyber-Orb)
---
## Game Concept
The player controls a ball (the "orb") by tilting their mobile device or pressing arrow keys. The ball rolls through a maze of horizontal and vertical wall segments. The objective on each level is to navigate the ball to a hole at the top of the screen while avoiding walls. Collisions with walls trigger a bounce, a sound effect, and optional vibration. A timer tracks how long the player takes per level and across the entire game.
---
## Project Structure
```
project/
index.html
src/
phaser-arcade-physics.2.2.2.min.js
Boot.js
Preloader.js
MainMenu.js
Howto.js
Game.js
img/
ball.png
hole.png
element-horizontal.png
element-vertical.png
button-start.png
loading-bg.png
loading-bar.png
audio/
bounce.ogg
bounce.mp3
bounce.m4a
```
---
## Phaser Setup and Initialization
### HTML Entry Point
```html
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>Cyber Orb</title>
<style>
body { margin: 0; background: #333; }
</style>
<script src="src/phaser-arcade-physics.2.2.2.min.js"></script>
<script src="src/Boot.js"></script>
<script src="src/Preloader.js"></script>
<script src="src/MainMenu.js"></script>
<script src="src/Howto.js"></script>
<script src="src/Game.js"></script>
</head>
<body>
<script>
(() => {
const game = new Phaser.Game(320, 480, Phaser.CANVAS, "game");
game.state.add("Boot", Ball.Boot);
game.state.add("Preloader", Ball.Preloader);
game.state.add("MainMenu", Ball.MainMenu);
game.state.add("Howto", Ball.Howto);
game.state.add("Game", Ball.Game);
game.state.start("Boot");
})();
</script>
</body>
</html>
```
- Canvas size: `320 x 480`
- Renderer: `Phaser.CANVAS` (alternatives: `Phaser.WEBGL`, `Phaser.AUTO`)
---
## Game State Architecture
The game follows a linear state flow:
```
Boot --> Preloader --> MainMenu --> Howto --> Game
```
### Boot State
Loads minimal assets for the loading screen and configures scaling.
```javascript
const Ball = {
_WIDTH: 320,
_HEIGHT: 480,
};
Ball.Boot = function (game) {};
Ball.Boot.prototype = {
preload() {
this.load.image("preloaderBg", "img/loading-bg.png");
this.load.image("preloaderBar", "img/loading-bar.png");
},
create() {
this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this.game.scale.pageAlignHorizontally = true;
this.game.scale.pageAlignVertically = true;
this.game.state.start("Preloader");
},
};
```
### Preloader State
Displays a visual loading bar while loading all game assets. Audio is loaded in multiple formats for cross-browser compatibility.
```javascript
Ball.Preloader = function (game) {};
Ball.Preloader.prototype = {
preload() {
this.preloadBg = this.add.sprite(
(Ball._WIDTH - 297) * 0.5,
(Ball._HEIGHT - 145) * 0.5,
"preloaderBg"
);
this.preloadBar = this.add.sprite(
(Ball._WIDTH - 158) * 0.5,
(Ball._HEIGHT - 50) * 0.5,
"preloaderBar"
);
this.load.setPreloadSprite(this.preloadBar);
this.load.image("ball", "img/ball.png");
this.load.image("hole", "img/hole.png");
this.load.image("element-w", "img/element-horizontal.png");
this.load.image("element-h", "img/element-vertical.png");
this.load.spritesheet("button-start", "img/button-start.png", 146, 51);
this.load.audio("audio-bounce", [
"audio/bounce.ogg",
"audio/bounce.mp3",
"audio/bounce.m4a",
]);
},
create() {
this.game.state.start("MainMenu");
},
};
```
### MainMenu State
Displays the title screen with a start button.
```javascript
Ball.MainMenu = function (game) {};
Ball.MainMenu.prototype = {
create() {
this.add.sprite(0, 0, "screen-mainmenu");
this.gameTitle = this.add.sprite(Ball._WIDTH * 0.5, 40, "title");
this.gameTitle.anchor.set(0.5, 0);
this.startButton = this.add.button(
Ball._WIDTH * 0.5, 200, "button-start",
this.startGame, this,
2, 0, 1 // hover, out, down frames
);
this.startButton.anchor.set(0.5, 0);
this.startButton.input.useHandCursor = true;
},
startGame() {
this.game.state.start("Howto");
},
};
```
### Howto State
A single-click instruction screen before gameplay begins.
```javascript
Ball.Howto = function (game) {};
Ball.Howto.prototype = {
create() {
this.buttonContinue = this.add.button(
0, 0, "screen-howtoplay",
this.startGame, this
);
},
startGame() {
this.game.state.start("Game");
},
};
```
---
## Device Orientation API Usage
The Device Orientation API provides real-time data about the physical tilt of a device. Two axes are used:
| Property | Axis | Range | Effect |
|----------|------|-------|--------|
| `event.gamma` | Left/right tilt | -90 to 90 degrees | Horizontal ball velocity |
| `event.beta` | Front/back tilt | -180 to 180 degrees | Vertical ball velocity |
### Registering the Listener
```javascript
// In the Game state's create() method
window.addEventListener("deviceorientation", this.handleOrientation);
```
### Handling Orientation Events
```javascript
handleOrientation(e) {
const x = e.gamma; // left-right tilt
const y = e.beta; // front-back tilt
Ball._player.body.velocity.x += x;
Ball._player.body.velocity.y += y;
}
```
### Tilt Behavior
- Tilt device left: negative gamma, ball rolls left
- Tilt device right: positive gamma, ball rolls right
- Tilt device forward: positive beta, ball rolls down
- Tilt device backward: negative beta, ball rolls up
The tilt angle directly maps to velocity increments -- the steeper the tilt, the greater the force applied to the ball each frame.
---
## Core Game Mechanics
### Game State Structure
```javascript
Ball.Game = function (game) {};
Ball.Game.prototype = {
create() {},
initLevels() {},
showLevel(level) {},
updateCounter() {},
managePause() {},
manageAudio() {},
update() {},
wallCollision() {},
handleOrientation(e) {},
finishLevel() {},
};
```
### Ball Creation and Physics
```javascript
// In create()
this.ball = this.add.sprite(this.ballStartPos.x, this.ballStartPos.y, "ball");
this.ball.anchor.set(0.5);
this.physics.enable(this.ball, Phaser.Physics.ARCADE);
this.ball.body.setSize(18, 18);
this.ball.body.bounce.set(0.3, 0.3);
```
- Anchor at center `(0.5, 0.5)` for rotation around midpoint
- Physics body: 18x18 pixels
- Bounce coefficient: 0.3 (retains 30% velocity after wall collision)
### Keyboard Controls (Desktop Fallback)
```javascript
// In create()
this.keys = this.game.input.keyboard.createCursorKeys();
// In update()
if (this.keys.left.isDown) {
this.ball.body.velocity.x -= this.movementForce;
} else if (this.keys.right.isDown) {
this.ball.body.velocity.x += this.movementForce;
}
if (this.keys.up.isDown) {
this.ball.body.velocity.y -= this.movementForce;
} else if (this.keys.down.isDown) {
this.ball.body.velocity.y += this.movementForce;
}
```
### Hole (Goal) Setup
```javascript
this.hole = this.add.sprite(Ball._WIDTH * 0.5, 90, "hole");
this.physics.enable(this.hole, Phaser.Physics.ARCADE);
this.hole.anchor.set(0.5);
this.hole.body.setSize(2, 2);
```
The hole has a tiny 2x2 collision body for precise overlap detection.
---
## Level System
### Level Data Format
Each level is an array of wall segment objects with position and type:
```javascript
this.levelData = [
[{ x: 96, y: 224, t: "w" }], // Level 1
[
{ x: 72, y: 320, t: "w" },
{ x: 200, y: 320, t: "h" },
{ x: 72, y: 150, t: "w" },
], // Level 2
// ... more levels
];
```
- `x, y`: Position in pixels
- `t`: Type -- `"w"` for horizontal wall, `"h"` for vertical wall
### Building Levels
```javascript
initLevels() {
for (let i = 0; i < this.maxLevels; i++) {
const newLevel = this.add.group();
newLevel.enableBody = true;
newLevel.physicsBodyType = Phaser.Physics.ARCADE;
for (const item of this.levelData[i]) {
newLevel.create(item.x, item.y, `element-${item.t}`);
}
newLevel.setAll("body.immovable", true);
newLevel.visible = false;
this.levels.push(newLevel);
}
}
```
### Showing a Level
```javascript
showLevel(level) {
const lvl = level || this.level;
if (this.levels[lvl - 2]) {
this.levels[lvl - 2].visible = false;
}
this.levels[lvl - 1].visible = true;
}
```
---
## Collision Detection
### Wall Collisions (Bounce)
```javascript
// In update()
this.physics.arcade.collide(
this.ball, this.borderGroup,
this.wallCollision, null, this
);
this.physics.arcade.collide(
this.ball, this.levels[this.level - 1],
this.wallCollision, null, this
);
```
`collide` causes the ball to bounce off walls and triggers the callback.
### Hole Overlap (Pass-Through Detection)
```javascript
this.physics.arcade.overlap(
this.ball, this.hole,
this.finishLevel, null, this
);
```
`overlap` detects intersection without physical collision response.
### Wall Collision Callback
```javascript
wallCollision() {
if (this.audioStatus) {
this.bounceSound.play();
}
if ("vibrate" in window.navigator) {
window.navigator.vibrate(100);
}
}
```
---
## Audio System
```javascript
// In create()
this.bounceSound = this.game.add.audio("audio-bounce");
// Toggle
manageAudio() {
this.audioStatus = !this.audioStatus;
}
```
---
## Vibration API
```javascript
if ("vibrate" in window.navigator) {
window.navigator.vibrate(100); // 100ms vibration pulse
}
```
Feature-detect before calling. Provides tactile feedback on supported mobile devices.
---
## Timer System
```javascript
// In create()
this.timer = 0;
this.totalTimer = 0;
this.timerText = this.game.add.text(15, 15, "Time: 0", this.fontBig);
this.totalTimeText = this.game.add.text(120, 30, "Total time: 0", this.fontSmall);
this.time.events.loop(Phaser.Timer.SECOND, this.updateCounter, this);
// Counter callback
updateCounter() {
this.timer++;
this.timerText.setText(`Time: ${this.timer}`);
this.totalTimeText.setText(`Total time: ${this.totalTimer + this.timer}`);
}
```
---
## Level Completion
```javascript
finishLevel() {
if (this.level >= this.maxLevels) {
this.totalTimer += this.timer;
alert(`Congratulations, game completed!\nTotal time: ${this.totalTimer}s`);
this.game.state.start("MainMenu");
} else {
alert(`Level ${this.level} completed!`);
this.totalTimer += this.timer;
this.timer = 0;
this.level++;
this.timerText.setText(`Time: ${this.timer}`);
this.totalTimeText.setText(`Total time: ${this.totalTimer}`);
this.levelText.setText(`Level: ${this.level} / ${this.maxLevels}`);
this.ball.body.x = this.ballStartPos.x;
this.ball.body.y = this.ballStartPos.y;
this.ball.body.velocity.x = 0;
this.ball.body.velocity.y = 0;
this.showLevel();
}
}
```
---
## Complete Update Loop
```javascript
update() {
// Keyboard input
if (this.keys.left.isDown) {
this.ball.body.velocity.x -= this.movementForce;
} else if (this.keys.right.isDown) {
this.ball.body.velocity.x += this.movementForce;
}
if (this.keys.up.isDown) {
this.ball.body.velocity.y -= this.movementForce;
} else if (this.keys.down.isDown) {
this.ball.body.velocity.y += this.movementForce;
}
// Wall collisions
this.physics.arcade.collide(
this.ball, this.borderGroup, this.wallCollision, null, this
);
this.physics.arcade.collide(
this.ball, this.levels[this.level - 1], this.wallCollision, null, this
);
// Hole overlap
this.physics.arcade.overlap(
this.ball, this.hole, this.finishLevel, null, this
);
}
```
---
## Phaser API Quick Reference
| Function | Purpose |
|----------|---------|
| `this.add.sprite(x, y, key)` | Create a game object |
| `this.add.group()` | Create a container for objects |
| `this.add.button(x, y, key, cb, ctx, over, out, down)` | Create interactive button |
| `this.add.text(x, y, text, style)` | Create text display |
| `this.physics.enable(obj, system)` | Enable physics on object |
| `this.physics.arcade.collide(a, b, cb)` | Detect collision with bounce |
| `this.physics.arcade.overlap(a, b, cb)` | Detect overlap without bounce |
| `this.load.image(key, path)` | Load image asset |
| `this.load.spritesheet(key, path, w, h)` | Load sprite animation sheet |
| `this.load.audio(key, paths[])` | Load audio with format fallbacks |
| `this.game.add.audio(key)` | Instantiate audio object |
| `this.time.events.loop(interval, cb, ctx)` | Create repeating timer |

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# GameBase Template Repository
A feature-rich, opinionated starter template for 2D game projects built with **Haxe** and the **Heaps** game engine. Created and maintained by **Sebastien Benard** (deepnight), the lead developer behind *Dead Cells*. GameBase provides a production-tested foundation with entity management, level integration via LDtk, rendering pipeline, and a game loop architecture -- all designed to let developers skip boilerplate and jump straight into game-specific logic.
**Repository:** [github.com/deepnight/gameBase](https://github.com/deepnight/gameBase)
**Author:** [Sebastien Benard / deepnight](https://deepnight.net)
**Technology:** Haxe + Heaps (HashLink or JS targets)
**Level editor integration:** [LDtk](https://ldtk.io)
---
## Purpose
GameBase exists to solve the "blank project" problem. Instead of setting up rendering, entity systems, camera controls, debug overlays, and level loading from scratch, developers clone this repository and begin implementing game-specific mechanics immediately. It reflects patterns refined through commercial game development, particularly from the development of *Dead Cells*.
Key benefits:
- Pre-built entity system with grid-based positioning and sub-pixel precision
- LDtk level editor integration for visual level design
- Built-in debug tools and overlays
- Frame-rate independent game loop with fixed-step updates
- Camera system with follow, shake, zoom, and clamp
- Configurable Controller/input management
- Scalable rendering pipeline with Heaps
---
## Repository Structure
```
gameBase/
src/
game/
App.hx -- Application entry point and initialization
Game.hx -- Main game process, holds level and entities
Entity.hx -- Base entity class with grid coords, velocity, animation
Level.hx -- Level loading and collision map from LDtk
Camera.hx -- Camera follow, shake, zoom, clamping
Fx.hx -- Visual effects (particles, flashes, etc.)
Types.hx -- Enums, typedefs, and constants
en/
Hero.hx -- Player entity (example implementation)
Mob.hx -- Enemy entity (example implementation)
import.hx -- Global imports (available everywhere)
res/
atlas/ -- Sprite sheets and texture atlases
levels/ -- LDtk level project files
fonts/ -- Bitmap fonts
.ldtk -- LDtk project file (root)
build.hxml -- Haxe compiler configuration
Makefile -- Build/run shortcuts
README.md
```
---
## Key Files and Their Roles
### `src/game/App.hx` -- Application Entry Point
The main application class that extends `dn.Process`. Handles:
- Window/display initialization
- Scene management (root scene graph)
- Global input controller setup
- Debug toggle and console
```haxe
class App extends dn.Process {
public static var ME : App;
override function init() {
ME = this;
// Initialize rendering, controller, assets
new Game();
}
}
```
### `src/game/Game.hx` -- Game Process
Manages the active game session:
- Holds reference to the current `Level`
- Manages all active `Entity` instances (via a global linked list)
- Handles pause, game-over, and restart logic
- Coordinates camera and effects
```haxe
class Game extends dn.Process {
public var level : Level;
public var hero : en.Hero;
public var fx : Fx;
public var camera : Camera;
public function new() {
super(App.ME);
level = new Level();
fx = new Fx();
camera = new Camera();
hero = new en.Hero();
}
}
```
### `src/game/Entity.hx` -- Base Entity
The core entity class featuring:
- **Grid-based positioning:** `cx`, `cy` (integer cell coordinates) plus `xr`, `yr` (sub-cell ratio 0.0 to 1.0) for smooth sub-pixel movement
- **Velocity and friction:** `dx`, `dy` (velocity) with configurable `frictX`, `frictY`
- **Gravity:** Optional per-entity gravity
- **Sprite management:** Animated sprite via Heaps `h2d.Anim` or `dn.heaps.HSprite`
- **Lifecycle:** `update()`, `fixedUpdate()`, `postUpdate()`, `dispose()`
- **Collision helpers:** `hasCollision(cx, cy)` check against the level collision map
```haxe
class Entity {
// Grid position
public var cx : Int = 0; // Cell X
public var cy : Int = 0; // Cell Y
public var xr : Float = 0.5; // X ratio within cell (0..1)
public var yr : Float = 1.0; // Y ratio within cell (0..1)
// Velocity
public var dx : Float = 0;
public var dy : Float = 0;
// Pixel position (computed)
public var attachX(get,never) : Float;
inline function get_attachX() return (cx + xr) * Const.GRID;
public var attachY(get,never) : Float;
inline function get_attachY() return (cy + yr) * Const.GRID;
// Physics step
public function fixedUpdate() {
xr += dx;
dx *= frictX;
// X collision
if (xr > 1) { cx++; xr--; }
if (xr < 0) { cx--; xr++; }
yr += dy;
dy *= frictY;
// Y collision
if (yr > 1) { cy++; yr--; }
if (yr < 0) { cy--; yr++; }
}
}
```
### `src/game/Level.hx` -- Level Management
Loads and manages level data from LDtk project files:
- Parses tile layers, entity layers, and int grid layers
- Builds a collision grid (`hasCollision(cx, cy)`)
- Provides helper methods to query the level structure
```haxe
class Level {
var data : ldtk.Level;
var collisions : Map<Int, Bool>;
public function new(ldtkLevel) {
data = ldtkLevel;
// Parse IntGrid layer for collision marks
for (cy in 0...data.l_Collisions.cHei)
for (cx in 0...data.l_Collisions.cWid)
if (data.l_Collisions.getInt(cx, cy) == 1)
collisions.set(coordId(cx, cy), true);
}
public inline function hasCollision(cx:Int, cy:Int) : Bool {
return collisions.exists(coordId(cx, cy));
}
}
```
### `src/game/Camera.hx` -- Camera System
Provides:
- **Target tracking:** Follow an entity smoothly with configurable dead zones
- **Shake:** Screen shake with decay
- **Zoom:** Dynamic zoom in/out
- **Clamping:** Keep the camera within level bounds
### `src/game/Fx.hx` -- Effects System
Particle and visual effect management:
- Particle pools
- Screen flash
- Slow-motion helpers
- Color overlay effects
---
## Technology Stack
### Haxe
A cross-platform, high-level programming language that compiles to multiple targets:
- **HashLink (HL):** Native bytecode VM for desktop (primary dev target)
- **JavaScript (JS):** Browser/web target
- **C/C++:** Via HXCPP for native builds
### Heaps (Heaps.io)
A high-performance, cross-platform 2D/3D game engine:
- GPU-accelerated rendering via OpenGL/DirectX/WebGL
- Scene graph architecture with `h2d.Object` hierarchy
- Sprite batching and texture atlases
- Bitmap font rendering
- Input abstraction
### LDtk
A modern, open-source 2D level editor created by Sebastien Benard:
- Visual, tile-based level design
- IntGrid layers for collision and metadata
- Entity layers for game object placement
- Auto-tiling rules
- Haxe API auto-generated from the project file
---
## Setup Instructions
### Prerequisites
1. **Install Haxe** (4.0+): [haxe.org](https://haxe.org/download/)
2. **Install HashLink** (for desktop target): [hashlink.haxe.org](https://hashlink.haxe.org/)
3. **Install LDtk** (for level editing): [ldtk.io](https://ldtk.io/)
### Getting Started
```bash
# Clone the repository
git clone https://github.com/deepnight/gameBase.git my-game
cd my-game
# Install Haxe dependencies
haxelib install heaps
haxelib install deepnightLibs
haxelib install ldtk-haxe-api
# Build and run (HashLink target)
haxe build.hxml
hl bin/client.hl
# Or use the Makefile (if available)
make run
```
### Using as a Starting Point
1. **Clone or use the template** -- Do not fork; clone into a new directory with your game's name.
2. **Rename the package** -- Update `src/game/` package declarations and project references to match your game.
3. **Edit `build.hxml`** -- Adjust the main class, output path, and target as needed.
4. **Design levels in LDtk** -- Open the `.ldtk` file, define your layers and entities, and export.
5. **Implement entities** -- Create new entity classes in `src/game/en/` extending `Entity`.
6. **Iterate** -- Use the debug console (toggle in-game) for live inspection and tuning.
---
## Build Targets
| Target | Command | Output | Use Case |
|--------|---------|--------|----------|
| HashLink | `haxe build.hxml` | `bin/client.hl` | Development, desktop release |
| JavaScript | `haxe build.js.hxml` | `bin/client.js` | Web/browser builds |
| DirectX/OpenGL | Via HL native | Native executable | Production desktop release |
---
## Debug Features
GameBase includes built-in debug tooling:
- **Debug overlay:** Toggle with a key to show entity bounds, grid, velocities, collision map
- **Console:** In-game command console for toggling flags, teleporting, spawning entities
- **FPS counter:** Visible frame-rate and update-rate monitor
- **Process inspector:** View active processes and their hierarchy
---
## Game Loop Architecture
GameBase uses a fixed-timestep game loop pattern:
```
Each frame:
1. preUpdate() -- Input polling, pre-frame logic
2. fixedUpdate() -- Physics, movement, collisions (fixed timestep)
- May run 0-N times per frame to catch up
3. update() -- General per-frame logic
4. postUpdate() -- Sprite position sync, camera update, rendering prep
```
This ensures physics behavior is consistent regardless of frame rate, while rendering and visual updates remain smooth.
---
## Entity Lifecycle
```
Constructor --> init() --> [game loop: fixedUpdate/update/postUpdate] --> dispose()
```
- **Constructor:** Set initial position, create sprite, register in global entity list
- **fixedUpdate():** Physics step (velocity, friction, gravity, collision)
- **update():** AI, state machine, animation triggers
- **postUpdate():** Sync sprite position to grid coordinates, apply visual effects
- **dispose():** Remove from entity list, destroy sprite, clean up references

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# Simple 2D Platformer Engine Template
A grid-based 2D platformer engine tutorial by **Sebastien Benard** (deepnight), the lead developer behind *Dead Cells*. This template covers the fundamental architecture for a performant platformer: a dual-coordinate positioning system that blends integer grid cells with sub-pixel precision, velocity and friction mechanics, gravity, and a robust collision detection and response system. The approach is language-agnostic but examples use Haxe.
**Source references:**
- [Part 1 - Basics](https://deepnight.net/tutorial/a-simple-platformer-engine-part-1-basics/)
- [Part 2 - Collisions](https://deepnight.net/tutorial/a-simple-platformer-engine-part-2-collisions/)
**Author:** [Sebastien Benard / deepnight](https://deepnight.net)
---
## Engine Architecture Overview
The engine is built around a grid-based world where each cell has a fixed pixel size (e.g., 16x16). Entities exist within this grid using a **dual-coordinate system**: integer cell coordinates for coarse position and floating-point ratios for sub-pixel precision within each cell. This design enables pixel-perfect collision detection against the grid while maintaining smooth, fluid movement.
### Core Principles
1. **Grid is truth:** The world is a 2D grid of cells. Collision data lives in the grid.
2. **Entities straddle cells:** An entity's position is defined by which cell it occupies (`cx`, `cy`) plus how far into that cell it is (`xr`, `yr`).
3. **Velocity is in grid-ratio units:** Movement deltas (`dx`, `dy`) represent fractions of a cell per step, not raw pixels.
4. **Collisions are grid lookups:** Instead of testing sprite bounds against geometry, the engine checks the grid cells an entity is about to enter.
---
## Part 1: Basics
### The Grid
The level is a 2D array where each cell is either empty or solid. A constant defines the cell size in pixels:
```haxe
static inline var GRID = 16;
```
Collision data is stored as a simple 2D boolean or integer map:
```haxe
// Check if a grid cell is solid
function hasCollision(cx:Int, cy:Int):Bool {
// Look up cell value in the level data
return level.getCollision(cx, cy) != 0;
}
```
### Entity Positioning: Dual Coordinates
Every entity tracks its position using four values:
| Variable | Type | Description |
|----------|------|-------------|
| `cx` | Int | Cell X coordinate (which column the entity is in) |
| `cy` | Int | Cell Y coordinate (which row the entity is in) |
| `xr` | Float | X ratio within the cell, range 0.0 to 1.0 |
| `yr` | Float | Y ratio within the cell, range 0.0 to 1.0 |
An entity at `cx=5, cy=3, xr=0.5, yr=1.0` is horizontally centered in cell (5,3) and sitting on the bottom edge.
### Converting to Pixel Coordinates
To render the entity, convert grid coordinates to pixel positions:
```haxe
// Pixel position for rendering
var pixelX : Float = (cx + xr) * GRID;
var pixelY : Float = (cy + yr) * GRID;
```
This produces smooth, sub-pixel-precise positions for rendering even though the collision system operates on discrete grid cells.
### Velocity and Movement
Velocity is expressed in **cell-ratio units per fixed-step** (not pixels per frame):
```haxe
var dx : Float = 0; // Horizontal velocity (cells per step)
var dy : Float = 0; // Vertical velocity (cells per step)
```
Each fixed-step update, velocity is added to the ratio:
```haxe
// Apply horizontal movement
xr += dx;
// Apply vertical movement
yr += dy;
```
### Cell Overflow
When the ratio exceeds the 0..1 range, the entity has moved into an adjacent cell:
```haxe
// X overflow
while (xr > 1) { xr--; cx++; }
while (xr < 0) { xr++; cx--; }
// Y overflow
while (yr > 1) { yr--; cy++; }
while (yr < 0) { yr++; cy--; }
```
### Friction
Friction is applied as a multiplier each step, decaying velocity toward zero:
```haxe
var frictX : Float = 0.82; // Horizontal friction (0 = instant stop, 1 = no friction)
var frictY : Float = 0.82; // Vertical friction
// Applied each step after movement
dx *= frictX;
dy *= frictY;
// Clamp very small values to zero
if (Math.abs(dx) < 0.0005) dx = 0;
if (Math.abs(dy) < 0.0005) dy = 0;
```
Typical friction values:
- `0.82` -- Standard ground friction (responsive, quick stop)
- `0.94` -- Ice or slippery surface (slow deceleration)
- `0.96` -- Air friction (very slow horizontal deceleration)
### Gravity
Gravity is a constant added to `dy` each step:
```haxe
static inline var GRAVITY = 0.05; // In cell-ratio units per step^2
// In fixedUpdate:
dy += GRAVITY;
```
Since `dy` accumulates and friction is applied, the entity reaches a natural terminal velocity.
### Rendering / Sprite Sync
After the physics step, the sprite is placed at the computed pixel position:
```haxe
// In postUpdate, after physics is done:
sprite.x = (cx + xr) * GRID;
sprite.y = (cy + yr) * GRID;
```
For a platformer character, the anchor point is typically at the bottom-center of the sprite. With `yr = 1.0` representing the bottom of the current cell, the sprite's feet align with the floor.
### Basic Entity Template
```haxe
class Entity {
// Grid coordinates
var cx : Int = 0;
var cy : Int = 0;
var xr : Float = 0.5;
var yr : Float = 1.0;
// Velocity
var dx : Float = 0;
var dy : Float = 0;
// Friction
var frictX : Float = 0.82;
var frictY : Float = 0.82;
// Gravity
static inline var GRAVITY = 0.05;
// Grid size
static inline var GRID = 16;
// Pixel position (computed)
public var attachX(get, never) : Float;
inline function get_attachX() return (cx + xr) * GRID;
public var attachY(get, never) : Float;
inline function get_attachY() return (cy + yr) * GRID;
public function fixedUpdate() {
// Gravity
dy += GRAVITY;
// Apply velocity
xr += dx;
yr += dy;
// Apply friction
dx *= frictX;
dy *= frictY;
// Clamp small values
if (Math.abs(dx) < 0.0005) dx = 0;
if (Math.abs(dy) < 0.0005) dy = 0;
// Cell overflow
while (xr > 1) { xr--; cx++; }
while (xr < 0) { xr++; cx--; }
while (yr > 1) { yr--; cy++; }
while (yr < 0) { yr++; cy--; }
}
public function postUpdate() {
sprite.x = attachX;
sprite.y = attachY;
}
}
```
---
## Part 2: Collisions
### Collision Philosophy
Instead of using bounding-box-to-bounding-box collision detection (which becomes complex with slopes, one-way platforms, and edge cases), this engine checks grid cells directly. Since the entity's position is already expressed in grid terms, collision detection becomes a series of simple integer lookups.
### The Core Idea
Before allowing the entity to move into a neighboring cell, check if that cell is solid. If it is, clamp the entity's ratio and zero out its velocity on that axis.
### Axis Separation
Collisions are handled **per axis** -- first X, then Y (or vice versa). This simplifies the logic and avoids corner-case tunneling issues.
### X-Axis Collision
After applying `dx` to `xr`, before doing the cell-overflow step, check for collisions:
```haxe
// Apply X movement
xr += dx;
// Check collision to the RIGHT
if (dx > 0 && hasCollision(cx + 1, cy) && xr >= 0.7) {
xr = 0.7; // Clamp: stop before entering the solid cell
dx = 0; // Kill horizontal velocity
}
// Check collision to the LEFT
if (dx < 0 && hasCollision(cx - 1, cy) && xr <= 0.3) {
xr = 0.3; // Clamp: stop before entering the solid cell
dx = 0; // Kill horizontal velocity
}
// Cell overflow (after collision check)
while (xr > 1) { xr--; cx++; }
while (xr < 0) { xr++; cx--; }
```
**Why 0.7 and 0.3?** These thresholds represent the entity's collision radius within a cell. An entity centered at `xr = 0.5` with a half-width of 0.3 cells would collide at `xr = 0.7` on the right side and `xr = 0.3` on the left side. Adjust these values based on entity width.
### Y-Axis Collision
Similarly, after applying `dy` to `yr`:
```haxe
// Apply Y movement
yr += dy;
// Check collision BELOW (floor)
if (dy > 0 && hasCollision(cx, cy + 1) && yr >= 1.0) {
yr = 1.0; // Clamp: land on top of the solid cell
dy = 0; // Kill vertical velocity
}
// Check collision ABOVE (ceiling)
if (dy < 0 && hasCollision(cx, cy - 1) && yr <= 0.3) {
yr = 0.3; // Clamp: stop before entering ceiling cell
dy = 0; // Kill vertical velocity
}
// Cell overflow
while (yr > 1) { yr--; cy++; }
while (yr < 0) { yr++; cy--; }
```
For floor collisions, `yr = 1.0` means the entity sits exactly on the bottom edge of its current cell, which is the top edge of the cell below it. This is the natural "standing on ground" position.
### On-Ground Detection
To determine if the entity is standing on solid ground (for jump logic, animations, etc.):
```haxe
function isOnGround() : Bool {
return hasCollision(cx, cy + 1) && yr >= 0.98;
}
```
The threshold `0.98` instead of `1.0` allows for minor floating-point imprecision.
### Complete Entity with Collisions
```haxe
class Entity {
var cx : Int = 0;
var cy : Int = 0;
var xr : Float = 0.5;
var yr : Float = 1.0;
var dx : Float = 0;
var dy : Float = 0;
var frictX : Float = 0.82;
var frictY : Float = 0.82;
static inline var GRID = 16;
static inline var GRAVITY = 0.05;
// Collision radius (half-width in cell-ratio units)
var collRadius : Float = 0.3;
function hasCollision(testCx:Int, testCy:Int):Bool {
return level.isCollision(testCx, testCy);
}
function isOnGround():Bool {
return hasCollision(cx, cy + 1) && yr >= 0.98;
}
public function fixedUpdate() {
// --- Gravity ---
dy += GRAVITY;
// --- X Axis ---
xr += dx;
// Right collision
if (dx > 0 && hasCollision(cx + 1, cy) && xr >= 1.0 - collRadius) {
xr = 1.0 - collRadius;
dx = 0;
}
// Left collision
if (dx < 0 && hasCollision(cx - 1, cy) && xr <= collRadius) {
xr = collRadius;
dx = 0;
}
// X cell overflow
while (xr > 1) { xr--; cx++; }
while (xr < 0) { xr++; cx--; }
// --- Y Axis ---
yr += dy;
// Floor collision
if (dy > 0 && hasCollision(cx, cy + 1) && yr >= 1.0) {
yr = 1.0;
dy = 0;
}
// Ceiling collision
if (dy < 0 && hasCollision(cx, cy - 1) && yr <= collRadius) {
yr = collRadius;
dy = 0;
}
// Y cell overflow
while (yr > 1) { yr--; cy++; }
while (yr < 0) { yr++; cy--; }
// --- Friction ---
dx *= frictX;
dy *= frictY;
if (Math.abs(dx) < 0.0005) dx = 0;
if (Math.abs(dy) < 0.0005) dy = 0;
}
public function postUpdate() {
sprite.x = (cx + xr) * GRID;
sprite.y = (cy + yr) * GRID;
}
}
```
---
## Collision Edge Cases and Solutions
### Diagonal Movement / Corner Clipping
Because collisions are checked per-axis in sequence, an entity moving diagonally into a corner naturally resolves against one axis first. This prevents the entity from getting stuck in corners and eliminates the need for complex diagonal collision logic.
### High-Speed Tunneling
If `dx` or `dy` is large enough to skip an entire cell in one step, the entity could "tunnel" through walls. Solutions:
1. **Cap velocity:** Clamp `dx` and `dy` to a maximum of 0.5 (half a cell per step)
2. **Subdivide steps:** If velocity exceeds the threshold, run the collision check in smaller increments
3. **Ray-march the grid:** Check every cell along the movement path
```haxe
// Simple velocity cap
if (dx > 0.5) dx = 0.5;
if (dx < -0.5) dx = -0.5;
if (dy > 0.5) dy = 0.5;
if (dy < -0.5) dy = -0.5;
```
### One-Way Platforms
Platforms the entity can jump up through but land on from above:
```haxe
// In Y collision, check for one-way platform
if (dy > 0 && isOneWayPlatform(cx, cy + 1) && yr >= 1.0 && prevYr < 1.0) {
yr = 1.0;
dy = 0;
}
```
Key: Only collide when the entity is moving downward (`dy > 0`) and was previously above the platform (`prevYr < 1.0`).
### Slopes
For basic slope support, instead of a binary collision check, query the slope height at the entity's x-position within the cell:
```haxe
// Pseudocode for slope collision
var slopeHeight = getSlopeHeight(cx, cy + 1, xr);
if (yr >= slopeHeight) {
yr = slopeHeight;
dy = 0;
}
```
---
## Jumping
Jumping is simply a negative `dy` impulse:
```haxe
function jump() {
if (isOnGround()) {
dy = -0.5; // Jump impulse (in cell-ratio units)
}
}
```
Gravity naturally decelerates the upward motion, creating a parabolic arc. To allow variable-height jumps (holding the button longer = higher jump):
```haxe
// On jump button release, reduce upward velocity
function onJumpRelease() {
if (dy < 0) {
dy *= 0.5; // Cut remaining upward velocity
}
}
```
---
## Coordinate System Diagram
```
Cell (cx, cy) Next Cell (cx+1, cy)
+-------------------+ +-------------------+
| | | |
| xr=0.0 xr=1.0 --> | xr=0.0 |
| | | |
| * | | |
| (xr=0.5, | | |
| yr=0.5) | | |
| | | |
+-------------------+ +-------------------+
yr=0.0 yr=1.0 = top of cell below
Pixel position = (cx + xr) * GRID, (cy + yr) * GRID
```
---
## Update Order Summary
```
fixedUpdate():
1. Apply gravity dy += GRAVITY
2. Apply X velocity xr += dx
3. Check X collisions Clamp xr, zero dx if colliding
4. Handle X cell overflow cx/xr normalization
5. Apply Y velocity yr += dy
6. Check Y collisions Clamp yr, zero dy if colliding
7. Handle Y cell overflow cy/yr normalization
8. Apply friction dx *= frictX, dy *= frictY
9. Zero out tiny values Threshold check
postUpdate():
1. Sync sprite position sprite.x/y = pixel coords
2. Update animation Based on state/velocity
3. Camera follow Track entity
```
---
## Design Advantages
| Feature | Benefit |
|---------|---------|
| Grid-based collision | O(1) lookup per check, no broad-phase needed |
| Dual coordinates | Sub-pixel smooth rendering with integer collision |
| Per-axis collision | Simple logic, naturally handles corners |
| Ratio-based velocity | Resolution-independent movement |
| Friction multiplier | Tunable feel per surface type |
| Cell overflow while-loops | Handles multi-cell movement safely |

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# 3D Web Games
A comprehensive reference for building 3D games on the web, covering foundational theory, major frameworks, shader programming, collision detection, and immersive WebXR experiences.
Sources: [MDN Web Docs -- Games Techniques: 3D on the web](https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web)
---
## 3D Theory and Fundamentals
Understanding the core concepts behind 3D rendering is essential before working with any framework.
### Coordinate System
WebGL uses the **right-hand coordinate system**:
- **X-axis** -- points to the right
- **Y-axis** -- points up
- **Z-axis** -- points out of the screen toward the viewer
All 3D objects are positioned relative to this coordinate system.
### Vertices, Edges, Faces, and Meshes
- **Vertex** -- a point in 3D space defined by `(x, y, z)` with additional attributes: color (RGBA, values 0.0-1.0), normal (direction the vertex faces, used for lighting), and texture coordinates.
- **Edge** -- a line connecting two vertices.
- **Face** -- a flat surface bounded by edges (e.g., a triangle connecting three vertices).
- **Geometry** -- the structural shape built from vertices, edges, and faces.
- **Material** -- the surface appearance, combining color, texture, roughness, metalness, etc.
- **Mesh** -- geometry combined with a material to produce a renderable 3D object.
### The Rendering Pipeline
The pipeline transforms 3D objects into 2D pixels on screen, in four major stages:
**1. Vertex Processing**
Combines individual vertex data into primitives (triangles, lines, points) and applies transformations:
- **Model transformation** -- positions and orients objects in world space.
- **View transformation** -- positions and orients the virtual camera.
- **Projection transformation** -- defines the camera's field of view (FOV), aspect ratio, near plane, and far plane.
- **Viewport transformation** -- maps the result to the screen viewport.
**2. Rasterization**
Converts 3D primitives into 2D fragments aligned to the pixel grid.
**3. Fragment Processing**
Determines the final color of each fragment using textures and lighting:
- **Textures**: 2D images mapped onto 3D surfaces. Individual texture elements are called *texels*. Texture wrapping repeats images around geometry; texture filtering handles minification and magnification when displayed resolution differs from texture resolution.
- **Lighting (Phong model)**: Four types of light interaction -- **diffuse** (distant directional light like the sun), **specular** (point source highlights like a flashlight), **ambient** (constant global illumination), and **emissive** (light emitted by the object itself).
**4. Output Merging**
Converts 3D fragments into the final 2D pixel grid. Off-screen and occluded objects are culled for efficiency.
### Camera
The camera defines what is visible:
- **Position** -- location in 3D space.
- **Direction** -- where the camera points.
- **Orientation** -- rotation around the viewing axis.
### Practical Tips
- Size and position values in WebGL are unitless; you decide whether they represent millimeters, meters, feet, or anything else.
- Understand the pipeline conceptually before diving into code; the vertex and fragment processing stages are programmable via shaders.
- Every framework (Three.js, Babylon.js, A-Frame, PlayCanvas) abstracts this pipeline, but the fundamentals remain the same.
---
## Frameworks
### Three.js
Three.js is one of the most popular 3D engines for the web. It provides a high-level API over WebGL with a large ecosystem of plugins, examples, and community support.
#### Setup
```html
<!doctype html>
<html lang="en-GB">
<head>
<meta charset="utf-8" />
<title>Three.js Demo</title>
<style>
html, body, canvas {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
font-size: 0;
}
</style>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r79/three.min.js"></script>
<script>
const WIDTH = window.innerWidth;
const HEIGHT = window.innerHeight;
/* all code goes here */
</script>
</body>
</html>
```
Or install via npm:
```bash
npm install --save three
npm install --save-dev vite
npx vite
```
#### Core Components
**Renderer** -- displays the scene in the browser:
```javascript
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(WIDTH, HEIGHT);
renderer.setClearColor(0xdddddd, 1);
document.body.appendChild(renderer.domElement);
```
**Scene** -- container for all 3D objects, lights, and the camera:
```javascript
const scene = new THREE.Scene();
```
**Camera** -- defines the viewpoint (PerspectiveCamera is most common):
```javascript
const camera = new THREE.PerspectiveCamera(70, WIDTH / HEIGHT);
camera.position.z = 50;
scene.add(camera);
```
Parameters: field of view (degrees), aspect ratio. Other camera types include Orthographic and Cube.
#### Geometry, Material, and Mesh
```javascript
// Geometry defines the shape
const boxGeometry = new THREE.BoxGeometry(10, 10, 10);
const torusGeometry = new THREE.TorusGeometry(7, 1, 16, 32);
const dodecahedronGeometry = new THREE.DodecahedronGeometry(7);
// Material defines the surface appearance
const basicMaterial = new THREE.MeshBasicMaterial({ color: 0x0095dd }); // No lighting
const phongMaterial = new THREE.MeshPhongMaterial({ color: 0xff9500 }); // Glossy
const lambertMaterial = new THREE.MeshLambertMaterial({ color: 0xeaeff2 }); // Matte
// Mesh combines geometry + material
const cube = new THREE.Mesh(boxGeometry, basicMaterial);
cube.position.set(-25, 0, 0);
cube.rotation.set(0.4, 0.2, 0);
scene.add(cube);
```
#### Lighting
```javascript
const light = new THREE.PointLight(0xffffff);
light.position.set(-10, 15, 50);
scene.add(light);
```
Other light types: Ambient, Directional, Hemisphere, Spot.
Note: `MeshBasicMaterial` does not respond to lighting. Use `MeshPhongMaterial` or `MeshLambertMaterial` for lit surfaces.
#### Animation Loop
```javascript
let t = 0;
function render() {
t += 0.01;
requestAnimationFrame(render);
cube.rotation.y += 0.01; // continuous rotation
torus.scale.y = Math.abs(Math.sin(t)); // pulsing scale
dodecahedron.position.y = -7 * Math.sin(t * 2); // bobbing position
renderer.render(scene, camera);
}
render();
```
#### Practical Tips
- Use `Math.abs()` when animating scale with `Math.sin()` to avoid negative scale values.
- The render loop uses `requestAnimationFrame` for smooth, browser-optimized frame updates.
- Consult [Three.js documentation](https://threejs.org/docs/) for the full API.
---
### Babylon.js
Babylon.js is a full-featured 3D engine with a built-in math library, physics support, and extensive documentation.
#### Setup
```html
<script src="https://cdn.babylonjs.com/v7.34.1/babylon.js"></script>
<canvas id="render-canvas"></canvas>
```
#### Engine, Scene, and Render Loop
```javascript
const canvas = document.getElementById("render-canvas");
const engine = new BABYLON.Engine(canvas);
const scene = new BABYLON.Scene(engine);
scene.clearColor = new BABYLON.Color3(0.8, 0.8, 0.8);
function renderLoop() {
scene.render();
}
engine.runRenderLoop(renderLoop);
```
#### Camera and Lighting
```javascript
const camera = new BABYLON.FreeCamera("camera", new BABYLON.Vector3(0, 0, -10), scene);
const light = new BABYLON.PointLight("light", new BABYLON.Vector3(10, 10, 0), scene);
```
#### Creating Meshes
```javascript
const box = BABYLON.Mesh.CreateBox("box", 2, scene); // name, size, scene
const torus = BABYLON.Mesh.CreateTorus("torus", 2, 0.5, 15, scene); // name, diameter, thickness, tessellation, scene
const cylinder = BABYLON.Mesh.CreateCylinder("cylinder", 2, 2, 2, 12, 1, scene);
// name, height, topDiameter, bottomDiameter, tessellation, heightSubdivisions, scene
```
#### Materials
```javascript
const boxMaterial = new BABYLON.StandardMaterial("material", scene);
boxMaterial.emissiveColor = new BABYLON.Color3(0, 0.58, 0.86);
box.material = boxMaterial;
```
#### Transforms and Animation
```javascript
box.position.x = 5;
box.rotation.x = -0.2;
box.scaling.x = 1.5;
// Animation inside render loop
let t = 0;
function renderLoop() {
scene.render();
t -= 0.01;
box.rotation.y = t * 2;
torus.scaling.z = Math.abs(Math.sin(t * 2)) + 0.5;
cylinder.position.y = Math.sin(t * 3);
}
engine.runRenderLoop(renderLoop);
```
#### Practical Tips
- The `BABYLON` global object contains all framework functions.
- `BABYLON.Vector3` and `BABYLON.Color3` are used extensively for positioning and coloring.
- Babylon.js includes a built-in math library for vectors, colors, and matrices.
- Consult [Babylon.js documentation](https://doc.babylonjs.com/) for advanced features like physics, particles, and post-processing.
---
### A-Frame
A-Frame is Mozilla's declarative, HTML-based framework for building VR/AR experiences on the web. It uses an entity-component system and runs on WebGL under the hood.
#### Setup
```html
<!doctype html>
<html lang="en-US">
<head>
<meta charset="utf-8" />
<title>A-Frame Demo</title>
<script src="https://aframe.io/releases/1.6.0/aframe.min.js"></script>
<style>
body { margin: 0; padding: 0; width: 100%; height: 100%; font-size: 0; }
</style>
</head>
<body>
<a-scene>
<!-- entities go here -->
</a-scene>
</body>
</html>
```
The `<a-scene>` element is the root container. A-Frame auto-includes a default camera, lighting, and input controls.
#### Primitives and Entities
```html
<!-- Built-in primitive shapes -->
<a-box position="0 1 -3" rotation="0 10 0" color="#4CC3D9"></a-box>
<a-sky color="#DDDDDD"></a-sky>
<!-- Generic entity with explicit geometry and material -->
<a-entity
geometry="primitive: torus; radius: 1; radiusTubular: 0.1; segmentsTubular: 12;"
material="color: #EAEFF2; roughness: 0.1; metalness: 0.5;"
rotation="10 0 0"
position="-3 1 0">
</a-entity>
```
#### Creating Entities with JavaScript
```javascript
const scene = document.querySelector("a-scene");
const cylinder = document.createElement("a-cylinder");
cylinder.setAttribute("color", "#FF9500");
cylinder.setAttribute("height", "2");
cylinder.setAttribute("radius", "0.75");
cylinder.setAttribute("position", "3 1 0");
scene.appendChild(cylinder);
```
#### Camera and Lighting
```html
<a-camera position="0 1 4" cursor-visible="true" cursor-color="#0095DD" cursor-opacity="0.5">
</a-camera>
<a-light type="directional" color="white" intensity="0.5" position="-1 1 2"></a-light>
<a-light type="ambient" color="white"></a-light>
```
Default controls: WASD keys for movement, mouse for looking around. A VR mode button appears in the bottom-right corner.
#### Animation
Declarative animation via HTML attributes:
```html
<a-box
color="#0095DD"
rotation="20 40 0"
position="0 1 0"
animation="property: rotation; from: 20 0 0; to: 20 360 0;
dir: alternate; loop: true; dur: 4000; easing: easeInOutQuad;">
</a-box>
```
Animation properties: `property` (attribute to animate), `from`/`to` (start/end values), `dir` (alternate or normal), `loop` (boolean), `dur` (milliseconds), `easing` (easing function).
Dynamic animation via JavaScript:
```javascript
let t = 0;
function render() {
t += 0.01;
requestAnimationFrame(render);
cylinder.setAttribute("position", `3 ${Math.sin(t * 2) + 1} 0`);
}
render();
```
#### Practical Tips
- A-Frame is ideal for rapid VR/AR prototyping using familiar HTML syntax.
- The entity-component architecture makes it extensible; community plugins add physics, gamepad controls, and more.
- Use `<a-sky>` for background colors or 360-degree images.
- A-Frame supports desktop, mobile (iOS/Android), and VR headsets (Meta Quest, HTC Vive).
---
### PlayCanvas
PlayCanvas is a WebGL game engine with two workflow options:
1. **Engine approach** -- include the PlayCanvas JavaScript library directly in HTML and code from scratch.
2. **Editor approach** -- use the online drag-and-drop visual editor for scene composition.
#### Key Features
- Entity-component system architecture
- Built-in physics engine powered by [ammo.js](https://github.com/kripken/ammo.js/)
- Collision detection
- Audio support
- Input handling (keyboard, mouse, touch, gamepads)
- Resource/asset management
#### Practical Tips
- PlayCanvas excels for team-based game development thanks to its online editor with real-time collaboration.
- The engine-only approach is lightweight and can be embedded in any web page.
- Consult the [PlayCanvas developer documentation](https://developer.playcanvas.com/) for tutorials on entities, components, cameras, lights, materials, and animations.
---
## GLSL Shaders
GLSL (OpenGL Shading Language) is a C-like language that runs directly on the GPU, enabling custom control over the rendering pipeline's vertex and fragment processing stages.
### What Shaders Are
Shaders are small programs that execute on the GPU instead of the CPU. They are strongly typed and rely heavily on vector and matrix mathematics. There are two types relevant to WebGL:
- **Vertex shader** -- runs once per vertex, transforms 3D positions into screen coordinates.
- **Fragment shader** (pixel shader) -- runs once per pixel, determines the final RGBA color.
### Vertex Shader
The vertex shader's job is to set `gl_Position`, a built-in GLSL variable storing the vertex's transformed position:
```glsl
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position.x, position.y, position.z, 1.0);
}
```
- `projectionMatrix` -- handles perspective or orthographic projection (provided by Three.js).
- `modelViewMatrix` -- combines model and view transformations (provided by Three.js).
- `vec4(x, y, z, w)` -- a 4-component vector; `w` defaults to 1.0 for positional vertices.
You can manipulate vertices directly:
```glsl
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position.x + 10.0, position.y, position.z + 5.0, 1.0);
}
```
### Fragment Shader
The fragment shader's job is to set `gl_FragColor`, a built-in GLSL variable holding the RGBA color:
```glsl
void main() {
gl_FragColor = vec4(0.0, 0.58, 0.86, 1.0);
}
```
RGBA components are floats from 0.0 to 1.0. Alpha 0.0 is fully transparent; 1.0 is fully opaque.
### Using Shaders in HTML and Three.js
Embed shader source in script tags with custom type attributes:
```html
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
void main() {
gl_FragColor = vec4(0.0, 0.58, 0.86, 1.0);
}
</script>
```
Apply them with `ShaderMaterial`:
```javascript
const shaderMaterial = new THREE.ShaderMaterial({
vertexShader: document.getElementById("vertexShader").textContent,
fragmentShader: document.getElementById("fragmentShader").textContent,
});
const cube = new THREE.Mesh(boxGeometry, shaderMaterial);
```
### The Shader Pipeline
1. **Vertex shader** processes each vertex and outputs `gl_Position`.
2. **Rasterization** maps 3D coordinates to 2D screen pixels.
3. **Fragment shader** processes each pixel and outputs `gl_FragColor`.
### Key Concepts
- **Uniforms** -- values passed from JavaScript to the shader, constant across all vertices/fragments in a single draw call (e.g., light position, time).
- **Attributes** -- per-vertex data passed to the vertex shader (e.g., position, normal, UV coordinates).
- **Varyings** -- values passed from the vertex shader to the fragment shader, interpolated across the surface.
### Practical Tips
- Shaders run on the GPU and offload computation from the CPU, which is critical for real-time performance.
- Three.js, Babylon.js, and other frameworks abstract much of the shader setup; pure WebGL requires significantly more boilerplate.
- [ShaderToy](https://www.shadertoy.com/) is an excellent resource for shader examples and inspiration.
- GLSL requires explicit type declarations; always use `1.0` instead of `1` for floats.
---
## Collision Detection
Collision detection determines when 3D objects intersect, which is fundamental for game physics, interaction, and gameplay logic.
### Axis-Aligned Bounding Boxes (AABB)
An AABB wraps an object in a non-rotated rectangular box aligned to the coordinate axes. It is the fastest common collision test because it uses only logical comparisons (no trigonometry).
**Limitation**: AABBs do not rotate with the object. For rotating entities, either resize the bounding box each frame or use bounding spheres instead.
#### Point vs. AABB
Check whether a point lies inside a box by testing all three axes:
```javascript
function isPointInsideAABB(point, box) {
return (
point.x >= box.minX &&
point.x <= box.maxX &&
point.y >= box.minY &&
point.y <= box.maxY &&
point.z >= box.minZ &&
point.z <= box.maxZ
);
}
```
#### AABB vs. AABB
Check whether two boxes overlap on all three axes:
```javascript
function intersect(a, b) {
return (
a.minX <= b.maxX &&
a.maxX >= b.minX &&
a.minY <= b.maxY &&
a.maxY >= b.minY &&
a.minZ <= b.maxZ &&
a.maxZ >= b.minZ
);
}
```
### Bounding Spheres
Bounding spheres are invariant to rotation (the sphere stays the same regardless of how the object spins), which makes them ideal for rotating entities. However, they fit poorly on non-spherical shapes and cause more false positives.
#### Point vs. Sphere
Check whether the distance from the point to the sphere center is less than the radius:
```javascript
function isPointInsideSphere(point, sphere) {
const distance = Math.sqrt(
(point.x - sphere.x) ** 2 +
(point.y - sphere.y) ** 2 +
(point.z - sphere.z) ** 2
);
return distance < sphere.radius;
}
```
**Performance optimization**: avoid the square root by comparing squared distances:
```javascript
const distanceSqr =
(point.x - sphere.x) ** 2 +
(point.y - sphere.y) ** 2 +
(point.z - sphere.z) ** 2;
return distanceSqr < sphere.radius * sphere.radius;
```
#### Sphere vs. Sphere
Check whether the distance between centers is less than the sum of radii:
```javascript
function intersect(sphere, other) {
const distance = Math.sqrt(
(sphere.x - other.x) ** 2 +
(sphere.y - other.y) ** 2 +
(sphere.z - other.z) ** 2
);
return distance < sphere.radius + other.radius;
}
```
#### Sphere vs. AABB
Find the point on the AABB closest to the sphere center by clamping, then check the distance:
```javascript
function intersect(sphere, box) {
const x = Math.max(box.minX, Math.min(sphere.x, box.maxX));
const y = Math.max(box.minY, Math.min(sphere.y, box.maxY));
const z = Math.max(box.minZ, Math.min(sphere.z, box.maxZ));
const distance = Math.sqrt(
(x - sphere.x) ** 2 +
(y - sphere.y) ** 2 +
(z - sphere.z) ** 2
);
return distance < sphere.radius;
}
```
### Collision Detection with Three.js
Three.js provides built-in `Box3` and `Sphere` objects plus visual helpers for bounding volume collision detection.
#### Creating Bounding Volumes
```javascript
// Box3 from an object (recommended -- accounts for transforms and children)
const knotBBox = new THREE.Box3(new THREE.Vector3(), new THREE.Vector3());
knotBBox.setFromObject(knot);
// Sphere from geometry
const knotBSphere = new THREE.Sphere(
knot.position,
knot.geometry.boundingSphere.radius
);
```
**Important**: `setFromObject()` accounts for position, rotation, scale, and child meshes. The geometry's `boundingBox` property does not.
#### Intersection Tests
```javascript
// Point inside box or sphere
knotBBox.containsPoint(point);
knotBSphere.containsPoint(point);
// Box vs. box
knotBBox.intersectsBox(otherBox);
// Sphere vs. sphere
knotBSphere.intersectsSphere(otherSphere);
```
Note: `containsBox()` checks if one box fully encloses another, which is different from `intersectsBox()`.
#### Sphere vs. Box3 (Custom Patch)
Three.js does not natively provide sphere-vs-box testing. Add it manually:
```javascript
THREE.Sphere.__closest = new THREE.Vector3();
THREE.Sphere.prototype.intersectsBox = function (box) {
THREE.Sphere.__closest.set(this.center.x, this.center.y, this.center.z);
THREE.Sphere.__closest.clamp(box.min, box.max);
const distance = this.center.distanceToSquared(THREE.Sphere.__closest);
return distance < this.radius * this.radius;
};
```
#### BoxHelper for Visual Debugging
`BoxHelper` creates a visible wireframe bounding box around any mesh and simplifies updates:
```javascript
const knotBoxHelper = new THREE.BoxHelper(knot, 0x00ff00);
scene.add(knotBoxHelper);
// After moving or rotating the mesh, update the helper
knot.position.set(-3, 2, 1);
knot.rotation.x = -Math.PI / 4;
knotBoxHelper.update();
// Convert to Box3 for intersection tests
const box3 = new THREE.Box3();
box3.setFromObject(knotBoxHelper);
box3.intersectsBox(otherBox3);
```
Advantages of BoxHelper: auto-resizes with `update()`, includes child meshes, provides visual debugging. Limitation: box volumes only (no sphere helpers).
### Physics Engines
For more sophisticated collision detection and response, use a physics engine:
- **Cannon.js** -- open-source 3D physics engine for JavaScript.
- **ammo.js** -- JavaScript port of the Bullet physics library (used by PlayCanvas).
Physics engines create a *physical body* attached to the visual mesh, with properties like velocity, position, rotation, and torque. A *physical shape* (box, sphere, convex hull) is used for collision calculations.
### Practical Tips
- Use AABBs for axis-aligned, non-rotating objects -- they are the fastest option.
- Use bounding spheres for rotating objects -- the sphere is invariant to rotation.
- For complex shapes, consider compound bounding volumes (multiple primitives combined).
- Avoid `Math.sqrt()` in tight loops; compare squared distances instead.
- For production games, integrate a physics engine rather than writing collision detection from scratch.
---
## WebXR
WebXR is the modern web API for building virtual reality (VR) and augmented reality (AR) experiences in the browser. It replaces the deprecated WebVR API.
### What WebXR Is
The WebXR Device API provides access to XR hardware (headsets, controllers) and enables stereoscopic rendering. It captures real-time data including:
- Headset position and orientation
- Controller position, orientation, velocity, and acceleration
- Input events from XR controllers
### Supported Devices
- Meta Quest
- Valve Index
- PlayStation VR (PSVR2)
- Any device with a WebXR-compatible browser
### Core Concepts
Every WebXR experience requires two things:
1. **Real-time positional data** -- the application continuously receives headset and controller positions in 3D space.
2. **Real-time stereoscopic rendering** -- the application renders two slightly offset views (one for each eye) to the headset's display.
### Framework Support
All major 3D web frameworks support WebXR:
- **A-Frame** -- built-in VR mode button; declarative HTML-based scenes automatically work in VR.
- **Three.js** -- provides WebXR integration via `renderer.xr`. See [Three.js VR documentation](https://threejs.org/docs/#manual/en/introduction/How-to-create-VR-content).
- **Babylon.js** -- built-in WebXR support via the XR Experience Helper.
### Related APIs
- **Gamepad API** -- for non-XR controller inputs (gamepads, joysticks).
- **Device Orientation API** -- for detecting device rotation on mobile devices.
### Design Principles
- Prioritize **immersion** over raw graphics quality or gameplay complexity.
- Users must feel like they are *part of the experience*.
- Basic shapes rendered at high, stable frame rates can be more compelling in VR than detailed graphics at unstable frame rates.
- Experimentation is essential; test frequently on actual hardware.
### Practical Tips
- Start with A-Frame for rapid VR prototyping -- its declarative HTML approach gets you to a working VR scene in minutes.
- Use Three.js or Babylon.js when you need more control over rendering and performance.
- Always test on real headsets; the experience is vastly different from desktop preview.
- Maintain a stable, high frame rate (72-90+ FPS) to prevent motion sickness.
- Consult [MDN WebXR Device API](https://developer.mozilla.org/en-US/docs/Web/API/WebXR_Device_API) for the full API reference.

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# Game Development Algorithms
A comprehensive reference covering essential algorithms for game development, including
line drawing, raycasting, collision detection, physics simulation, and vector mathematics.
---
## Bresenham's Line Algorithm -- Raycasting, Line of Sight, and Pathfinding
> Source: https://deepnight.net/tutorial/bresenham-magic-raycasting-line-of-sight-pathfinding/
### What It Is
Bresenham's line algorithm is an efficient method for determining which cells in a grid
lie along a straight line between two points. Originally developed for plotting pixels on
raster displays, it has become a foundational tool in game development for raycasting,
line-of-sight checks, and grid-based pathfinding. The algorithm uses only integer
arithmetic (additions, subtractions, and bit shifts), making it extremely fast.
### Mathematical / Algorithmic Concepts
The core idea is to walk along the major axis (the axis with the greater distance) one
cell at a time, accumulating an error term that tracks how far the true line deviates
from the current minor-axis position. When the error exceeds a threshold, the minor-axis
coordinate is incremented.
Key properties:
- **Integer-only arithmetic**: No floating-point division or multiplication required.
- **Incremental error accumulation**: The fractional slope is tracked via an integer error
term, avoiding drift.
- **Symmetry**: The algorithm works identically regardless of line direction by adjusting
step signs.
Given two grid points `(x0, y0)` and `(x1, y1)`:
```
dx = abs(x1 - x0)
dy = abs(y1 - y0)
```
The error term is initialized and updated each step. When it crosses zero, the secondary
axis is stepped.
### Pseudocode
```
function bresenham(x0, y0, x1, y1):
dx = abs(x1 - x0)
dy = abs(y1 - y0)
sx = sign(x1 - x0) // -1 or +1
sy = sign(y1 - y0) // -1 or +1
err = dx - dy
while true:
visit(x0, y0) // process or record this cell
if x0 == x1 AND y0 == y1:
break
e2 = 2 * err
if e2 > -dy:
err = err - dy
x0 = x0 + sx
if e2 < dx:
err = err + dx
y0 = y0 + sy
```
### Haxe Implementation (from source)
```haxe
public function hasLineOfSight(x0:Int, y0:Int, x1:Int, y1:Int):Bool {
var dx = hxd.Math.iabs(x1 - x0);
var dy = hxd.Math.iabs(y1 - y0);
var sx = (x0 < x1) ? 1 : -1;
var sy = (y0 < y1) ? 1 : -1;
var err = dx - dy;
while (true) {
if (isBlocking(x0, y0))
return false;
if (x0 == x1 && y0 == y1)
return true;
var e2 = 2 * err;
if (e2 > -dy) {
err -= dy;
x0 += sx;
}
if (e2 < dx) {
err += dx;
y0 += sy;
}
}
}
```
### Practical Game Development Applications
- **Line of Sight (LOS)**: Walk the Bresenham line from an entity to a target; if any
cell along the path is a wall or obstacle, line of sight is blocked.
- **Raycasting on grids**: Cast rays from a source in multiple directions to compute
visibility maps or field-of-view cones.
- **Grid-based pathfinding validation**: After computing a path (e.g., via A*), verify
that straight-line shortcuts between waypoints are unobstructed using Bresenham checks.
- **Projectile tracing**: Determine which tiles a bullet or projectile passes through in
a tile-based game.
- **Lighting and shadow casting**: Trace rays from a light source to compute lit vs
shadowed cells on a 2D grid.
---
## Collision Detection and Response Systems
> Source: https://medium.com/@erikkubiak/dev-log-1-custom-engine-writing-my-collision-system-2a97856f9a93
### What It Is
A collision system is responsible for detecting when game objects overlap or intersect
and then resolving those overlaps so that objects respond physically (bouncing, stopping,
sliding). Building a custom collision system involves choosing appropriate bounding
shapes, implementing overlap tests, and designing a resolution strategy.
### Mathematical / Algorithmic Concepts
#### Bounding Shapes
- **AABB (Axis-Aligned Bounding Box)**: A rectangle whose sides are aligned with the
coordinate axes. Defined by a position (center or top-left corner) and half-widths.
Fast overlap tests but imprecise for rotated or irregular shapes.
- **Circle / Sphere colliders**: Defined by center and radius. Overlap test is a simple
distance comparison.
- **OBB (Oriented Bounding Box)**: A rotated rectangle. Uses the Separating Axis Theorem
for overlap tests.
#### AABB vs AABB Overlap Test
Two axis-aligned bounding boxes overlap if and only if they overlap on every axis:
```
overlapX = (a.x - a.halfW < b.x + b.halfW) AND (a.x + a.halfW > b.x - b.halfW)
overlapY = (a.y - a.halfH < b.y + b.halfH) AND (a.y + a.halfH > b.y - b.halfH)
collision = overlapX AND overlapY
```
#### Circle vs Circle Overlap Test
```
dx = a.x - b.x
dy = a.y - b.y
distSquared = dx * dx + dy * dy
collision = distSquared < (a.radius + b.radius) ^ 2
```
Comparing squared distances avoids a costly square root operation.
#### Separating Axis Theorem (SAT)
Two convex shapes do NOT collide if there exists at least one axis along which their
projections do not overlap. For rectangles, test the edge normals of both rectangles.
If all projections overlap, the shapes are colliding.
#### Sweep and Prune (Broad Phase)
Rather than testing every pair of objects (O(n^2)), sort objects along one axis by
their minimum extent. Objects that do not overlap on that axis cannot collide and are
pruned from detailed checks.
### Pseudocode -- Collision Detection and Resolution
```
// Broad phase: spatial hash or sweep-and-prune
candidates = broadPhase(allObjects)
for each pair (a, b) in candidates:
overlap = narrowPhaseTest(a, b)
if overlap:
// Compute penetration vector
penetration = computePenetration(a, b)
// Resolve: push objects apart along the minimum penetration axis
if a.isStatic:
b.position += penetration
else if b.isStatic:
a.position -= penetration
else:
a.position -= penetration * 0.5
b.position += penetration * 0.5
// Optional: apply impulse for velocity response
relativeVelocity = a.velocity - b.velocity
impulse = computeImpulse(relativeVelocity, penetration.normal, a.mass, b.mass)
a.velocity -= impulse / a.mass
b.velocity += impulse / b.mass
```
#### Minimum Penetration Vector (for AABBs)
```
function computePenetration(a, b):
overlapX_left = (a.x + a.halfW) - (b.x - b.halfW)
overlapX_right = (b.x + b.halfW) - (a.x - a.halfW)
overlapY_top = (a.y + a.halfH) - (b.y - b.halfH)
overlapY_bot = (b.y + b.halfH) - (a.y - a.halfH)
minOverlapX = min(overlapX_left, overlapX_right)
minOverlapY = min(overlapY_top, overlapY_bot)
if minOverlapX < minOverlapY:
return Vector(sign * minOverlapX, 0)
else:
return Vector(0, sign * minOverlapY)
```
### Spatial Partitioning Strategies
| Strategy | Best For | Description |
|---|---|---|
| **Uniform Grid** | Evenly distributed objects | Divide world into fixed cells; objects register in their cell(s). |
| **Quadtree** | Non-uniform distribution | Recursively subdivide space into 4 quadrants. Efficient for sparse scenes. |
| **Spatial Hash** | Dynamic scenes | Hash object positions to buckets. O(1) lookup for neighbors. |
| **Sweep and Prune** | Many moving objects | Sort by axis; only test overlapping intervals. |
### Practical Game Development Applications
- **Platformer physics**: Resolve player-vs-terrain collisions so the character lands on
platforms and cannot walk through walls.
- **Projectile hit detection**: Determine when a projectile (often a small AABB or circle)
contacts an enemy or obstacle.
- **Trigger zones**: Detect when a player enters a region (overlap test without physical
resolution) to trigger events.
- **Entity stacking**: Handle objects piled on top of each other using iterative
resolution with multiple passes.
---
## Velocity and Speed
> Source: https://www.gamedev.net/tutorials/programming/math-and-physics/a-quick-lesson-in-velocity-and-speed-r6109/
### What It Is
Velocity and speed are fundamental concepts for moving objects in games. **Speed** is a
scalar (magnitude only), while **velocity** is a vector (magnitude and direction).
Understanding the distinction is critical for implementing correct movement, physics,
and AI steering behaviors.
### Mathematical / Algorithmic Concepts
#### Definitions
- **Speed**: A scalar quantity representing how fast an object moves, regardless of
direction.
```
speed = |velocity| = sqrt(vx^2 + vy^2)
```
- **Velocity**: A vector quantity representing both speed and direction.
```
velocity = (vx, vy)
```
- **Acceleration**: The rate of change of velocity over time.
```
acceleration = (ax, ay)
velocity += acceleration * deltaTime
```
#### Updating Position with Velocity
Each frame, an object's position is updated by its velocity, scaled by the time step:
```
position.x += velocity.x * deltaTime
position.y += velocity.y * deltaTime
```
This is **Euler integration**, the simplest (first-order) integration method.
#### Normalizing Direction
To move at a fixed speed in a given direction, normalize the direction vector and
multiply by the desired speed:
```
direction = target - current
length = sqrt(direction.x^2 + direction.y^2)
if length > 0:
direction.x /= length
direction.y /= length
velocity = direction * speed
```
This prevents the "diagonal movement problem" where moving diagonally at full speed
on both axes results in ~1.414x the intended speed.
#### Frame-Rate Independence
Without `deltaTime`, movement speed depends on the frame rate:
```
// WRONG: frame-rate dependent
position += velocity
// CORRECT: frame-rate independent
position += velocity * deltaTime
```
`deltaTime` is the elapsed time (in seconds) since the last frame update.
### Pseudocode -- Complete Movement Update
```
function update(entity, deltaTime):
// Apply acceleration (gravity, thrust, friction, etc.)
entity.velocity.x += entity.acceleration.x * deltaTime
entity.velocity.y += entity.acceleration.y * deltaTime
// Clamp speed to a maximum
currentSpeed = magnitude(entity.velocity)
if currentSpeed > entity.maxSpeed:
entity.velocity = normalize(entity.velocity) * entity.maxSpeed
// Apply friction / drag
entity.velocity.x *= (1 - entity.friction * deltaTime)
entity.velocity.y *= (1 - entity.friction * deltaTime)
// Update position
entity.position.x += entity.velocity.x * deltaTime
entity.position.y += entity.velocity.y * deltaTime
```
### Practical Game Development Applications
- **Character movement**: Apply velocity each frame to move the player smoothly,
clamping to a max speed for consistent feel.
- **Projectiles**: Give bullets or arrows an initial velocity vector; update position
each frame.
- **Gravity**: Apply a constant downward acceleration to velocity each frame to simulate
falling.
- **Friction and drag**: Reduce velocity over time by multiplying by a damping factor
to simulate surface friction or air resistance.
- **AI steering**: Compute a desired velocity toward a target, then smoothly adjust the
current velocity toward it (seek, flee, arrive behaviors).
---
## Physics Engine Fundamentals
> Source: https://winter.dev/articles/physics-engine
### What It Is
A physics engine simulates real-world physical behaviors -- gravity, collisions, rigid
body dynamics -- so that game objects move and interact realistically. The core loop of a
physics engine consists of: applying forces, integrating motion, detecting collisions,
and resolving collisions.
### Mathematical / Algorithmic Concepts
#### The Physics Loop
A physics engine runs a fixed-timestep update loop:
```
accumulator = 0
fixedDeltaTime = 1 / 60 // 60 Hz physics
function physicsUpdate(frameDeltaTime):
accumulator += frameDeltaTime
while accumulator >= fixedDeltaTime:
step(fixedDeltaTime)
accumulator -= fixedDeltaTime
```
Using a fixed timestep ensures deterministic, stable simulation regardless of rendering
frame rate.
#### Integration Methods
**Semi-Implicit Euler** (symplectic Euler) -- the standard for game physics:
```
velocity += acceleration * dt
position += velocity * dt
```
This is more stable than explicit Euler (which updates position first) because velocity
is updated before being used to update position.
**Verlet Integration** -- an alternative that does not store velocity explicitly:
```
newPosition = 2 * position - oldPosition + acceleration * dt * dt
oldPosition = position
position = newPosition
```
Verlet is particularly useful for constraints (cloth, ragdoll) because positions can
be directly manipulated while preserving momentum.
#### Rigid Body Properties
Each rigid body has:
| Property | Description |
|---|---|
| `position` | Center of mass in world space |
| `velocity` | Linear velocity vector |
| `acceleration` | Sum of all forces / mass |
| `mass` | Resistance to linear acceleration |
| `inverseMass` | `1 / mass` (0 for static objects) |
| `angle` | Rotation angle |
| `angularVelocity` | Rate of rotation |
| `inertia` | Resistance to angular acceleration |
| `restitution` | Bounciness (0 = no bounce, 1 = perfectly elastic) |
| `friction` | Surface friction coefficient |
#### Force Accumulation
Forces are accumulated each frame, then converted to acceleration:
```
function applyForce(body, force):
body.forceAccumulator += force
function integrate(body, dt):
body.acceleration = body.forceAccumulator * body.inverseMass
body.velocity += body.acceleration * dt
body.position += body.velocity * dt
body.forceAccumulator = (0, 0) // reset
```
#### Collision Detection Pipeline
The detection phase is split into two stages:
1. **Broad Phase**: Quickly eliminate pairs that cannot possibly collide using bounding
volumes (AABBs) and spatial structures (grids, BVH trees, sweep-and-prune).
2. **Narrow Phase**: For candidate pairs, perform precise shape-vs-shape tests to
determine if they actually overlap and compute contact information (collision normal,
penetration depth, contact points).
#### Collision Resolution with Impulses
When two bodies collide, an impulse is applied along the collision normal to separate
them and adjust their velocities:
```
function resolveCollision(a, b, normal, penetration):
// Relative velocity at the contact point
relVel = b.velocity - a.velocity
velAlongNormal = dot(relVel, normal)
// Do not resolve if objects are separating
if velAlongNormal > 0:
return
// Coefficient of restitution (take minimum)
e = min(a.restitution, b.restitution)
// Impulse magnitude
j = -(1 + e) * velAlongNormal
j /= a.inverseMass + b.inverseMass
// Apply impulse
impulse = j * normal
a.velocity -= impulse * a.inverseMass
b.velocity += impulse * b.inverseMass
// Positional correction (prevent sinking)
correction = max(penetration - slop, 0) / (a.inverseMass + b.inverseMass) * percent
a.position -= correction * a.inverseMass * normal
b.position += correction * b.inverseMass * normal
```
Key constants:
- `slop`: A small tolerance (e.g., 0.01) to prevent jitter from micro-penetrations.
- `percent`: Typically 0.2 to 0.8; controls how aggressively positional correction is
applied.
#### Rotational Dynamics
For 2D rotation, torque is the rotational equivalent of force:
```
torque = cross(contactPoint - centerOfMass, impulse)
angularAcceleration = torque * inverseInertia
angularVelocity += angularAcceleration * dt
angle += angularVelocity * dt
```
The moment of inertia depends on the shape:
- **Circle**: `I = 0.5 * m * r^2`
- **Rectangle**: `I = (1/12) * m * (w^2 + h^2)`
### Pseudocode -- Complete Physics Step
```
function step(dt):
// 1. Apply external forces (gravity, player input, etc.)
for each body in world.bodies:
if not body.isStatic:
body.applyForce(gravity * body.mass)
// 2. Integrate velocities and positions
for each body in world.bodies:
if not body.isStatic:
body.velocity += (body.forceAccumulator * body.inverseMass) * dt
body.position += body.velocity * dt
body.angularVelocity += body.torque * body.inverseInertia * dt
body.angle += body.angularVelocity * dt
body.forceAccumulator = (0, 0)
body.torque = 0
// 3. Broad-phase collision detection
pairs = broadPhase(world.bodies)
// 4. Narrow-phase collision detection
contacts = []
for each (a, b) in pairs:
contact = narrowPhase(a, b)
if contact:
contacts.append(contact)
// 5. Resolve collisions (iterative solver)
for i in range(solverIterations): // typically 4-10 iterations
for each contact in contacts:
resolveCollision(contact.a, contact.b,
contact.normal, contact.penetration)
```
### Practical Game Development Applications
- **Platformers**: Gravity, ground contact, jumping arcs, and moving platforms.
- **Top-down games**: Sliding along walls, knockback from attacks.
- **Ragdoll physics**: Chain of rigid bodies connected by constraints.
- **Vehicle simulation**: Suspension springs, tire friction, engine force.
- **Destruction**: Breaking objects into debris with individual physics bodies.
---
## Vector Mathematics for Game Development
> Source: https://www.gamedev.net/tutorials/programming/math-and-physics/vector-maths-for-game-dev-beginners-r5442/
### What It Is
Vectors are the mathematical building blocks of game development. A vector represents
a quantity with both magnitude and direction. In 2D games, vectors are pairs `(x, y)`;
in 3D, triples `(x, y, z)`. Nearly every game system -- movement, physics, rendering,
AI -- relies on vector operations.
### Mathematical / Algorithmic Concepts
#### Vector Representation
A 2D vector:
```
v = (x, y)
```
A 3D vector:
```
v = (x, y, z)
```
Vectors can represent positions, directions, velocities, forces, or any quantity with
magnitude and direction.
#### Vector Addition
Component-wise addition. Used to apply velocity to position, combine forces, etc.
```
a + b = (a.x + b.x, a.y + b.y)
```
**Example**: Moving a character by its velocity:
```
position = position + velocity * deltaTime
```
#### Vector Subtraction
Component-wise subtraction. Used to find the direction and distance from one point to
another.
```
a - b = (a.x - b.x, a.y - b.y)
```
**Example**: Direction from enemy to player:
```
directionToPlayer = player.position - enemy.position
```
#### Scalar Multiplication
Scales a vector's magnitude without changing its direction:
```
s * v = (s * v.x, s * v.y)
```
**Example**: Setting movement speed:
```
velocity = normalizedDirection * speed
```
#### Magnitude (Length)
The length of a vector, computed via the Pythagorean theorem:
```
|v| = sqrt(v.x^2 + v.y^2)
```
In 3D:
```
|v| = sqrt(v.x^2 + v.y^2 + v.z^2)
```
**Optimization**: When only comparing distances (not needing the actual value), use
squared magnitude to avoid the expensive square root:
```
|v|^2 = v.x^2 + v.y^2
```
#### Normalization
Produces a unit vector (length 1) pointing in the same direction:
```
normalize(v) = v / |v| = (v.x / |v|, v.y / |v|)
```
A normalized vector represents pure direction. Always check that `|v| > 0` before
dividing to avoid division by zero.
**Example**: Get the direction an entity is facing:
```
facing = normalize(target - self.position)
```
#### Dot Product
A scalar result that encodes the angular relationship between two vectors:
```
a . b = a.x * b.x + a.y * b.y
```
In 3D:
```
a . b = a.x * b.x + a.y * b.y + a.z * b.z
```
Geometric interpretation:
```
a . b = |a| * |b| * cos(theta)
```
Where `theta` is the angle between the vectors. For unit vectors:
```
a . b = cos(theta)
```
Key properties:
- `a . b > 0`: Vectors point in roughly the same direction (angle < 90 degrees).
- `a . b == 0`: Vectors are perpendicular (angle = 90 degrees).
- `a . b < 0`: Vectors point in roughly opposite directions (angle > 90 degrees).
**Game dev uses**:
- Field-of-view checks: Is the player in front of the enemy?
- Lighting: Compute diffuse light intensity (`max(0, dot(normal, lightDir))`).
- Projection: Project one vector onto another.
#### Cross Product (3D)
Produces a vector perpendicular to both input vectors:
```
a x b = (
a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x
)
```
The magnitude of the cross product equals:
```
|a x b| = |a| * |b| * sin(theta)
```
In 2D, the "cross product" is a scalar (the z-component of the 3D cross product):
```
a x b = a.x * b.y - a.y * b.x
```
**Game dev uses**:
- Determine winding order (clockwise vs counter-clockwise).
- Compute surface normals for lighting.
- Determine if a point is to the left or right of a line.
#### Perpendicular Vector (2D)
To get a vector perpendicular to `(x, y)`:
```
perp = (-y, x) // 90 degrees counter-clockwise
perp = (y, -x) // 90 degrees clockwise
```
Useful for computing normals of 2D edges and walls.
#### Projection
Project vector `a` onto vector `b`:
```
proj_b(a) = (a . b / b . b) * b
```
If `b` is already a unit vector:
```
proj_b(a) = (a . b) * b
```
**Game dev uses**:
- Determine velocity component along a surface normal (for bounce/reflection).
- Sliding along a wall: Subtract the normal component from velocity.
#### Reflection
Reflect vector `v` across a surface with normal `n` (where `n` is a unit vector):
```
reflected = v - 2 * (v . n) * n
```
**Game dev uses**:
- Ball bouncing off a wall.
- Light reflection calculations.
- Ricochet trajectories.
### Pseudocode -- Vector2D Class
```
class Vector2D:
x, y
function add(other):
return Vector2D(x + other.x, y + other.y)
function subtract(other):
return Vector2D(x - other.x, y - other.y)
function scale(scalar):
return Vector2D(x * scalar, y * scalar)
function magnitude():
return sqrt(x * x + y * y)
function magnitudeSquared():
return x * x + y * y
function normalize():
mag = magnitude()
if mag > 0:
return Vector2D(x / mag, y / mag)
return Vector2D(0, 0)
function dot(other):
return x * other.x + y * other.y
function cross(other):
return x * other.y - y * other.x
function perpendicular():
return Vector2D(-y, x)
function reflect(normal):
d = dot(normal)
return Vector2D(x - 2 * d * normal.x, y - 2 * d * normal.y)
function angleTo(other):
return acos(normalize().dot(other.normalize()))
function distanceTo(other):
return subtract(other).magnitude()
function lerp(other, t):
return Vector2D(
x + (other.x - x) * t,
y + (other.y - y) * t
)
```
### Practical Game Development Applications
- **Movement and steering**: Add velocity vectors to position; normalize direction
vectors and multiply by speed for consistent movement.
- **Distance checks**: Use squared magnitude for performance-friendly radius checks
(e.g., "is this enemy within range?").
- **Field-of-view**: Use the dot product between an entity's forward vector and the
direction to a target to determine if the target is within a vision cone.
- **Wall sliding**: Project the velocity onto the wall's tangent (perpendicular to the
normal) to allow smooth sliding along surfaces.
- **Reflections and bouncing**: Use the reflection formula when a projectile or ball
hits a surface.
- **Interpolation**: Use `lerp` (linear interpolation) between two vectors for smooth
movement, camera tracking, and animations.
- **Rotation**: Rotate a vector by an angle using trigonometry:
```
rotated.x = v.x * cos(angle) - v.y * sin(angle)
rotated.y = v.x * sin(angle) + v.y * cos(angle)
```
---
## Quick Reference Table
| Algorithm / Concept | Primary Use Case | Complexity |
|---|---|---|
| Bresenham's Line | Grid raycasting, line of sight | O(max(dx, dy)) per ray |
| AABB Overlap | Fast collision detection | O(1) per pair |
| Circle Overlap | Round collider detection | O(1) per pair |
| Separating Axis Theorem | Convex polygon collision | O(n) per pair (n = edges) |
| Spatial Hashing | Broad-phase collision culling | O(1) average lookup |
| Euler Integration | Simple physics stepping | O(1) per body per step |
| Verlet Integration | Constraint-based physics | O(1) per body per step |
| Impulse Resolution | Collision response | O(iterations * contacts) |
| Vector Normalization | Direction extraction | O(1) |
| Dot Product | Angle/projection queries | O(1) |
| Cross Product | Perpendicularity / winding | O(1) |
| Reflection | Bounce / ricochet | O(1) |

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# Game Development Basics
A comprehensive reference covering web game development technologies, game architecture, and the anatomy of a game loop.
Sources:
- https://developer.mozilla.org/en-US/docs/Games/Introduction
- https://developer.mozilla.org/en-US/docs/Games/Anatomy
---
## Web Technologies for Game Development
### Graphics and Rendering
- **WebGL** -- Hardware-accelerated 2D and 3D graphics based on OpenGL ES 2.0. Provides direct GPU access for high-performance rendering.
- **Canvas API** -- 2D drawing surface via the `<canvas>` element. Suitable for 2D games, sprite rendering, and pixel manipulation.
- **SVG** -- Scalable Vector Graphics for resolution-independent visuals. Useful for UI elements and simple vector-based games.
- **HTML/CSS** -- Standard web technologies for building game UI, menus, HUDs, and overlays.
### Audio
- **Web Audio API** -- Advanced audio engine supporting real-time playback, synthesis, spatial audio, effects processing, and dynamic mixing.
- **HTML Audio Element** -- Simple sound playback for background music and basic sound effects.
### Input and Controls
- **Gamepad API** -- Support for game controllers and gamepads, including button mapping and analog stick input.
- **Touch Events API** -- Multi-touch input handling for mobile devices.
- **Pointer Lock API** -- Locks the mouse cursor within the game area and provides raw coordinate deltas for precise camera/aiming control.
- **Device Sensors** -- Accelerometer and gyroscope access for motion-based input.
- **Full Screen API** -- Enables immersive full-screen game experiences.
### Networking and Multiplayer
- **WebSockets API** -- Persistent, bidirectional communication channel for real-time multiplayer, chat, and live updates.
- **WebRTC API** -- Peer-to-peer connections for low-latency multiplayer, voice chat, and data channels.
- **Fetch API** -- HTTP requests for downloading game assets, loading level data, and transmitting non-real-time game state.
### Data Storage and Performance
- **IndexedDB API** -- Client-side structured storage for save games, cached assets, and offline play support.
- **Typed Arrays** -- Direct access to raw binary data buffers for GL textures, audio samples, and compact game data.
- **Web Workers API** -- Background thread execution for offloading heavy computations (physics, pathfinding, AI) without blocking the main thread.
### Languages and Compilation
- **JavaScript** -- The primary language for web game development.
- **C/C++ via Emscripten** -- Compile existing native game code to JavaScript or WebAssembly for web deployment.
- **WebAssembly (Wasm)** -- Near-native execution speed for performance-critical game code.
---
## Types of Games You Can Build
The modern web platform supports a full range of game types:
- 3D action games and shooters
- Role-playing games (RPGs)
- 2D platformers and side-scrollers
- Puzzle and strategy games
- Card and board games
- Casual and mobile-friendly games
- Multiplayer experiences with real-time networking
---
## Advantages of Web-Based Game Development
1. **Universal reach** -- Games run on smartphones, tablets, PCs, and Smart TVs through the browser.
2. **No app store dependency** -- Deploy directly on the web without store approval processes.
3. **Full revenue control** -- No mandatory revenue share; use any payment processing system.
4. **Instant updates** -- Push updates immediately without waiting for store review.
5. **Own your analytics** -- Collect your own data or choose any analytics provider.
6. **Direct player relationships** -- Engage players without intermediaries.
7. **Inherent shareability** -- Games are linkable and discoverable via standard web mechanisms.
---
## Anatomy of a Game Loop
Every game operates through a continuous cycle of steps:
1. **Present** -- Display the current game state to the player.
2. **Accept** -- Receive user input (keyboard, mouse, gamepad, touch).
3. **Interpret** -- Process raw input into meaningful game actions.
4. **Calculate** -- Update the game state based on actions, physics, AI, and time.
5. **Repeat** -- Loop back to present the updated state.
Games may be **event-driven** (turn-based, waiting for player action) or **per-frame** (continuously updating via a main loop).
---
## Building a Game Loop with requestAnimationFrame
### Basic Main Loop
```javascript
window.main = () => {
window.requestAnimationFrame(main);
// Your game logic here: update state, render frame
};
main(); // Start the cycle
```
Key points:
- `requestAnimationFrame()` synchronizes callbacks to the browser's repaint schedule (typically 60 Hz).
- Schedule the next frame **before** performing loop work to maximize available computation time.
### Self-Contained Main Loop (IIFE)
```javascript
;(() => {
function main() {
window.requestAnimationFrame(main);
// Game logic here
}
main();
})();
```
### Stoppable Main Loop
```javascript
;(() => {
function main() {
MyGame.stopMain = window.requestAnimationFrame(main);
// Game logic here
}
main();
})();
// To stop the loop:
window.cancelAnimationFrame(MyGame.stopMain);
```
---
## Timing and Frame Rate
### DOMHighResTimeStamp
`requestAnimationFrame` passes a `DOMHighResTimeStamp` to your callback, providing timing precision to 1/1000th of a millisecond.
```javascript
;(() => {
function main(tFrame) {
MyGame.stopMain = window.requestAnimationFrame(main);
// tFrame is a high-resolution timestamp in milliseconds
// Use it for delta-time calculations
}
main();
})();
```
### Frame Time Budget
At 60 Hz, each frame has approximately **16.67ms** of available processing time. The browser's frame cycle is:
1. Start new frame (previous frame displayed to screen)
2. Execute `requestAnimationFrame` callbacks
3. Perform garbage collection and per-frame browser tasks
4. Sleep until VSync, then repeat
---
## Simple Update and Render Pattern
The simplest approach when your game can sustain the target frame rate:
```javascript
;(() => {
function main(tFrame) {
MyGame.stopMain = window.requestAnimationFrame(main);
update(tFrame); // Process game logic
render(); // Draw the frame
}
main();
})();
```
Assumptions:
- Each frame can process input and update state within the time budget.
- The simulation runs at the same rate as the display refresh (typically ~60 FPS).
- No frame interpolation is needed.
---
## Decoupled Update and Render with Fixed Timestep
For robust handling of variable refresh rates and consistent simulation behavior:
```javascript
;(() => {
function main(tFrame) {
MyGame.stopMain = window.requestAnimationFrame(main);
const nextTick = MyGame.lastTick + MyGame.tickLength;
let numTicks = 0;
// Calculate how many simulation updates are needed
if (tFrame > nextTick) {
const timeSinceTick = tFrame - MyGame.lastTick;
numTicks = Math.floor(timeSinceTick / MyGame.tickLength);
}
queueUpdates(numTicks);
render(tFrame);
MyGame.lastRender = tFrame;
}
function queueUpdates(numTicks) {
for (let i = 0; i < numTicks; i++) {
MyGame.lastTick += MyGame.tickLength;
update(MyGame.lastTick);
}
}
MyGame.lastTick = performance.now();
MyGame.lastRender = MyGame.lastTick;
MyGame.tickLength = 50; // 20 Hz simulation rate (50ms per tick)
setInitialState();
main(performance.now());
})();
```
Benefits:
- **Deterministic simulation** -- Game logic runs at a fixed frequency regardless of display refresh rate.
- **Smooth rendering** -- Rendering can interpolate between simulation states for visual smoothness.
- **Portable behavior** -- Game behaves the same on 60 Hz, 120 Hz, and 144 Hz displays.
---
## Alternative Architecture Patterns
### Separate setInterval for Updates
```javascript
// Game logic updates at a fixed rate
setInterval(() => {
update();
}, 50); // 20 Hz
// Rendering synchronized to display
requestAnimationFrame(function render(tFrame) {
requestAnimationFrame(render);
draw();
});
```
Drawback: `setInterval` continues running even when the tab is not visible, wasting resources.
### Web Worker for Updates
```javascript
// Heavy game logic runs in a background thread
const updateWorker = new Worker('game-update-worker.js');
requestAnimationFrame(function render(tFrame) {
requestAnimationFrame(render);
updateWorker.postMessage({ ticks: numTicksNeeded });
draw();
});
```
Benefits: Does not block the main thread. Ideal for physics-heavy or AI-intensive games.
Drawback: Communication overhead between worker and main thread.
### requestAnimationFrame Driving a Web Worker
```javascript
;(() => {
function main(tFrame) {
MyGame.stopMain = window.requestAnimationFrame(main);
// Signal worker to compute updates
updateWorker.postMessage({
lastTick: MyGame.lastTick,
numTicks: calculatedNumTicks
});
render(tFrame);
}
main();
})();
```
Benefits: No reliance on legacy timers. Worker performs computation in parallel.
---
## Handling Tab Focus Loss
When a browser tab loses focus, `requestAnimationFrame` slows down or stops entirely. Strategies:
| Strategy | Description | Best For |
|---|---|---|
| Treat gap as pause | Skip elapsed time; do not update | Single-player games |
| Simulate the gap | Run all missed updates on regain | Simple simulations |
| Sync from server/peer | Fetch authoritative state | Multiplayer games |
Monitor the `numTicks` value after a focus-regain event. A very large value indicates the game was suspended and may need special handling rather than trying to simulate all missed frames.
---
## Comparison of Timing Approaches
| Approach | Pros | Cons |
|---|---|---|
| Simple update/render per frame | Easy to implement, responsive | Breaks on slow/fast hardware |
| Fixed timestep + interpolation | Consistent simulation, smooth visuals | More complex to implement |
| Quality scaling | Maintains frame rate dynamically | Requires adaptive quality systems |
---
## Performance Best Practices
- **Detach non-frame-critical code** from the main loop. Use events and callbacks for UI, network responses, and other asynchronous operations.
- **Use Web Workers** for computationally expensive tasks like physics, pathfinding, and AI.
- **Leverage GPU acceleration** through WebGL for rendering.
- **Stay within the frame budget** -- monitor your update + render time to keep it under 16.67ms for 60 FPS.
- **Throttle garbage collection pressure** by reusing objects and avoiding per-frame allocations.
- **Plan your timing strategy early** -- changing the game loop architecture mid-development is difficult and error-prone.
---
## Popular 3D Frameworks and Libraries
- **Three.js** -- General-purpose 3D library with a large ecosystem.
- **Babylon.js** -- Full-featured 3D game engine with physics, audio, and scene management.
- **A-Frame** -- Declarative 3D/VR framework built on Three.js.
- **PlayCanvas** -- Cloud-hosted 3D game engine with a visual editor.
- **Phaser** -- Popular 2D game framework with physics and input handling.

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# Game Control Mechanisms
This reference covers the primary control mechanisms available for web-based games, including mobile touch, desktop keyboard and mouse, gamepad controllers, and unconventional input methods.
## Mobile Touch Controls
Mobile touch controls are essential for web-based games targeting mobile devices. A mobile-first approach ensures games are accessible on the most widely used platform for HTML5 games.
### Key Events and APIs
The core touch events available in the browser are:
| Event | Description |
|-------|-------------|
| `touchstart` | Fired when the user places a finger on the screen |
| `touchmove` | Fired when the user moves a finger while touching the screen |
| `touchend` | Fired when the user lifts a finger from the screen |
| `touchcancel` | Fired when a touch is cancelled or interrupted (e.g., finger moves off-screen) |
**Registering touch event listeners:**
```javascript
const canvas = document.querySelector("canvas");
canvas.addEventListener("touchstart", handleStart);
canvas.addEventListener("touchmove", handleMove);
canvas.addEventListener("touchend", handleEnd);
canvas.addEventListener("touchcancel", handleCancel);
```
**Touch event properties:**
- `e.touches[0]` -- Access the first touch point (zero-indexed for multitouch).
- `e.touches[0].pageX` / `e.touches[0].pageY` -- Touch coordinates relative to the page.
- Always subtract canvas offset to get position relative to the canvas element.
### Code Examples
**Pure JavaScript touch handler:**
```javascript
document.addEventListener("touchstart", touchHandler);
document.addEventListener("touchmove", touchHandler);
function touchHandler(e) {
if (e.touches) {
playerX = e.touches[0].pageX - canvas.offsetLeft - playerWidth / 2;
playerY = e.touches[0].pageY - canvas.offsetTop - playerHeight / 2;
e.preventDefault();
}
}
```
**Phaser framework pointer system:**
Phaser manages touch input through "pointers" representing individual fingers:
```javascript
// Access pointers
this.game.input.activePointer; // Most recently active pointer
this.game.input.pointer1; // First pointer
this.game.input.pointer2; // Second pointer
// Add more pointers (up to 10 total)
this.game.input.addPointer();
// Global input events
this.game.input.onDown.add(itemTouched, this);
this.game.input.onUp.add(itemReleased, this);
this.game.input.onTap.add(itemTapped, this);
this.game.input.onHold.add(itemHeld, this);
```
**Draggable sprite for ship movement:**
```javascript
const player = this.game.add.sprite(30, 30, "ship");
player.inputEnabled = true;
player.input.enableDrag();
player.events.onDragStart.add(onDragStart, this);
player.events.onDragStop.add(onDragStop, this);
function onDragStart(sprite, pointer) {
console.log(`Dragging at: ${pointer.x}, ${pointer.y}`);
}
```
**Invisible touch area for shooting (right half of screen):**
```javascript
this.buttonShoot = this.add.button(
this.world.width * 0.5, 0,
"button-alpha", // transparent image
null,
this
);
this.buttonShoot.onInputDown.add(this.goShootPressed, this);
this.buttonShoot.onInputUp.add(this.goShootReleased, this);
```
**Virtual gamepad plugin:**
```javascript
this.gamepad = this.game.plugins.add(Phaser.Plugin.VirtualGamepad);
this.joystick = this.gamepad.addJoystick(100, 420, 1.2, "gamepad");
this.button = this.gamepad.addButton(400, 420, 1.0, "gamepad");
```
### Best Practices
- Always call `preventDefault()` on touch events to avoid unwanted scrolling and default browser behavior.
- Use invisible button areas rather than visible buttons to avoid covering gameplay.
- Leverage natural touch gestures like dragging, which are more intuitive than on-screen buttons.
- Subtract canvas offset and account for object dimensions when calculating positions.
- Make touchable areas large enough for comfortable interaction.
- Plan for multitouch support. Phaser supports up to 10 simultaneous pointers.
- Use a framework like Phaser for automatic desktop and mobile compatibility.
- Consider virtual gamepad/joystick plugins for advanced touch control UI.
## Desktop with Mouse and Keyboard
Desktop keyboard and mouse controls provide precise input for web games and are the default control scheme for desktop browsers.
### Key Events and APIs
**Keyboard events:**
```javascript
document.addEventListener("keydown", keyDownHandler);
document.addEventListener("keyup", keyUpHandler);
```
- `event.code` returns readable key identifiers such as `"ArrowLeft"`, `"ArrowRight"`, `"ArrowUp"`, `"ArrowDown"`.
- Use `requestAnimationFrame()` for continuous frame updates.
**Phaser keyboard API:**
```javascript
this.cursors = this.input.keyboard.createCursorKeys(); // Arrow key objects
this.keyLeft = this.input.keyboard.addKey(Phaser.KeyCode.A); // Custom key binding
// Check key state with .isDown property
// Listen for press events with .onDown.add()
```
**Phaser mouse API:**
```javascript
this.game.input.mousePointer; // Mouse position and state
this.game.input.mousePointer.isDown; // Is any mouse button pressed
this.game.input.mousePointer.x; // Mouse X coordinate
this.game.input.mousePointer.y; // Mouse Y coordinate
this.game.input.mousePointer.leftButton.isDown; // Left mouse button
this.game.input.mousePointer.rightButton.isDown; // Right mouse button
this.game.input.activePointer; // Platform-independent (mouse + touch)
```
### Code Examples
**Pure JavaScript keyboard state tracking:**
```javascript
let rightPressed = false;
let leftPressed = false;
let upPressed = false;
let downPressed = false;
function keyDownHandler(event) {
if (event.code === "ArrowRight") rightPressed = true;
else if (event.code === "ArrowLeft") leftPressed = true;
if (event.code === "ArrowDown") downPressed = true;
else if (event.code === "ArrowUp") upPressed = true;
}
function keyUpHandler(event) {
if (event.code === "ArrowRight") rightPressed = false;
else if (event.code === "ArrowLeft") leftPressed = false;
if (event.code === "ArrowDown") downPressed = false;
else if (event.code === "ArrowUp") upPressed = false;
}
```
**Game loop with input handling:**
```javascript
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
if (rightPressed) playerX += 5;
else if (leftPressed) playerX -= 5;
if (downPressed) playerY += 5;
else if (upPressed) playerY -= 5;
ctx.drawImage(img, playerX, playerY);
requestAnimationFrame(draw);
}
```
**Dual control support (Arrow keys + WASD) in Phaser:**
```javascript
this.cursors = this.input.keyboard.createCursorKeys();
this.keyLeft = this.input.keyboard.addKey(Phaser.KeyCode.A);
this.keyRight = this.input.keyboard.addKey(Phaser.KeyCode.D);
this.keyUp = this.input.keyboard.addKey(Phaser.KeyCode.W);
this.keyDown = this.input.keyboard.addKey(Phaser.KeyCode.S);
// In update:
if (this.cursors.left.isDown || this.keyLeft.isDown) {
// move left
} else if (this.cursors.right.isDown || this.keyRight.isDown) {
// move right
}
if (this.cursors.up.isDown || this.keyUp.isDown) {
// move up
} else if (this.cursors.down.isDown || this.keyDown.isDown) {
// move down
}
```
**Multiple fire buttons:**
```javascript
this.keyFire1 = this.input.keyboard.addKey(Phaser.KeyCode.X);
this.keyFire2 = this.input.keyboard.addKey(Phaser.KeyCode.SPACEBAR);
if (this.keyFire1.isDown || this.keyFire2.isDown) {
// fire the weapon
}
```
**Device-specific instructions:**
```javascript
if (this.game.device.desktop) {
moveText = "Arrow keys or WASD to move";
shootText = "X or Space to shoot";
} else {
moveText = "Tap and hold to move";
shootText = "Tap to shoot";
}
```
### Best Practices
- Support multiple input methods: provide both arrow keys and WASD for movement, and multiple fire buttons (e.g., X and Space).
- Use `activePointer` instead of `mousePointer` to support both mouse and touch input seamlessly.
- Detect device type and display appropriate control instructions to the player.
- Use `requestAnimationFrame()` for smooth animation and check key states in the game loop rather than reacting to individual key presses.
- Allow keyboard shortcuts to skip non-gameplay screens (e.g., Enter to start, any key to skip intro).
- Use Phaser or a similar framework for cross-browser compatibility, as they handle edge cases and browser differences automatically.
## Desktop with Gamepad
The Gamepad API enables web games to detect and respond to gamepad and controller input, bringing console-like experiences to the browser.
### Key Events and APIs
**Core events:**
```javascript
window.addEventListener("gamepadconnected", gamepadHandler);
window.addEventListener("gamepaddisconnected", gamepadHandler);
```
**Gamepad object properties:**
- `controller.id` -- Device identifier string.
- `controller.buttons[]` -- Array of button objects, each with a `.pressed` boolean property.
- `controller.axes[]` -- Array of analog stick values ranging from -1 to 1.
**Standard button/axes mapping (Xbox 360 layout):**
| Input | Index | Type |
|-------|-------|------|
| A Button | 0 | Button |
| B Button | 1 | Button |
| X Button | 2 | Button |
| Y Button | 3 | Button |
| D-Pad Up | 12 | Button |
| D-Pad Down | 13 | Button |
| D-Pad Left | 14 | Button |
| D-Pad Right | 15 | Button |
| Left Stick X | axes[0] | Axis |
| Left Stick Y | axes[1] | Axis |
| Right Stick X | axes[2] | Axis |
| Right Stick Y | axes[3] | Axis |
### Code Examples
**Pure JavaScript connection handler:**
```javascript
let controller = {};
let buttonsPressed = [];
function gamepadHandler(e) {
controller = e.gamepad;
console.log(`Gamepad: ${controller.id}`);
}
window.addEventListener("gamepadconnected", gamepadHandler);
```
**Polling button states each frame:**
```javascript
function gamepadUpdateHandler() {
buttonsPressed = [];
if (controller.buttons) {
for (const [i, button] of controller.buttons.entries()) {
if (button.pressed) {
buttonsPressed.push(i);
}
}
}
}
function gamepadButtonPressedHandler(button) {
return buttonsPressed.includes(button);
}
```
**Game loop integration:**
```javascript
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
gamepadUpdateHandler();
if (gamepadButtonPressedHandler(12)) playerY -= 5; // D-Pad Up
else if (gamepadButtonPressedHandler(13)) playerY += 5; // D-Pad Down
if (gamepadButtonPressedHandler(14)) playerX -= 5; // D-Pad Left
else if (gamepadButtonPressedHandler(15)) playerX += 5; // D-Pad Right
if (gamepadButtonPressedHandler(0)) alert("BOOM!"); // A Button
ctx.drawImage(img, playerX, playerY);
requestAnimationFrame(draw);
}
```
**Reusable GamepadAPI library with hold vs press detection:**
```javascript
const GamepadAPI = {
active: false,
controller: {},
connect(event) {
GamepadAPI.controller = event.gamepad;
GamepadAPI.active = true;
},
disconnect(event) {
delete GamepadAPI.controller;
GamepadAPI.active = false;
},
update() {
GamepadAPI.buttons.cache = [...GamepadAPI.buttons.status];
GamepadAPI.buttons.status = [];
const c = GamepadAPI.controller || {};
const pressed = [];
if (c.buttons) {
for (let b = 0; b < c.buttons.length; b++) {
if (c.buttons[b].pressed) {
pressed.push(GamepadAPI.buttons.layout[b]);
}
}
}
const axes = [];
if (c.axes) {
for (const ax of c.axes) {
axes.push(ax.toFixed(2));
}
}
GamepadAPI.axes.status = axes;
GamepadAPI.buttons.status = pressed;
return pressed;
},
buttons: {
layout: ["A", "B", "X", "Y", "LB", "RB", "LT", "RT",
"Back", "Start", "LS", "RS",
"DPad-Up", "DPad-Down", "DPad-Left", "DPad-Right"],
cache: [],
status: [],
pressed(button, hold) {
let newPress = false;
if (GamepadAPI.buttons.status.includes(button)) {
newPress = true;
}
if (!hold && GamepadAPI.buttons.cache.includes(button)) {
newPress = false;
}
return newPress;
}
},
axes: {
status: []
}
};
window.addEventListener("gamepadconnected", GamepadAPI.connect);
window.addEventListener("gamepaddisconnected", GamepadAPI.disconnect);
```
**Analog stick movement with deadzone threshold:**
```javascript
if (GamepadAPI.axes.status) {
if (GamepadAPI.axes.status[0] > 0.5) playerX += 5; // Right
else if (GamepadAPI.axes.status[0] < -0.5) playerX -= 5; // Left
if (GamepadAPI.axes.status[1] > 0.5) playerY += 5; // Down
else if (GamepadAPI.axes.status[1] < -0.5) playerY -= 5; // Up
}
```
**Context-aware control display:**
```javascript
if (this.game.device.desktop) {
if (GamepadAPI.active) {
moveText = "DPad or left Stick to move";
shootText = "A to shoot, Y for controls";
} else {
moveText = "Arrow keys or WASD to move";
shootText = "X or Space to shoot";
}
} else {
moveText = "Tap and hold to move";
shootText = "Tap to shoot";
}
```
### Best Practices
- Always check `GamepadAPI.active` before processing gamepad input.
- Differentiate between "hold" (continuous) and "press" (single new press) by caching previous frame button states.
- Apply a deadzone threshold (e.g., 0.5) for analog stick values to avoid unintentional drift input.
- Create a button mapping system because different devices may have different button layouts.
- Poll gamepad state every frame by calling the update function inside `requestAnimationFrame`.
- Display an on-screen indicator when a gamepad is connected, along with appropriate control instructions.
- Browser support is approximately 63% globally; always provide fallback keyboard/mouse controls.
## Other Control Mechanisms
Unconventional control mechanisms can provide unique gameplay experiences and leverage emerging hardware beyond traditional input devices.
### TV Remote Controls
**Description:** Smart TV remotes emit standard keyboard events, allowing web games to run on TV screens without modification.
**Key Events and APIs:**
- Remote directional buttons map to standard arrow key codes.
- Custom remote buttons have manufacturer-specific key codes.
**Code Example:**
```javascript
// Standard arrow key controls work automatically with TV remotes
this.cursors = this.input.keyboard.createCursorKeys();
if (this.cursors.right.isDown) {
// move player right
}
// Discover manufacturer-specific remote key codes
window.addEventListener("keydown", (event) => {
console.log(event.keyCode);
});
// Handle custom remote buttons (codes vary by manufacturer)
window.addEventListener("keydown", (event) => {
switch (event.keyCode) {
case 8: // Pause (Panasonic example)
break;
case 588: // Custom action
break;
}
});
```
**Best Practices:**
- Log key codes to the console during development to discover remote button mappings.
- Reuse existing keyboard control implementations since remotes emit keyboard events.
- Refer to manufacturer documentation or cheat sheets for key code mappings.
### Leap Motion (Hand Gesture Recognition)
**Description:** Detects hand position, rotation, and grip strength for gesture-based control without physical contact using the Leap Motion sensor.
**Key Events and APIs:**
- `Leap.loop()` -- Frame-based hand tracking callback.
- `hand.roll()` -- Horizontal rotation in radians.
- `hand.pitch()` -- Vertical rotation in radians.
- `hand.grabStrength` -- Grip strength as a float from 0 (open hand) to 1 (closed fist).
**Code Example:**
```html
<script src="https://js.leapmotion.com/leap-0.6.4.min.js"></script>
```
```javascript
const toDegrees = 1 / (Math.PI / 180);
let horizontalDegree = 0;
let verticalDegree = 0;
const degreeThreshold = 30;
let grabStrength = 0;
Leap.loop({
hand(hand) {
horizontalDegree = Math.round(hand.roll() * toDegrees);
verticalDegree = Math.round(hand.pitch() * toDegrees);
grabStrength = hand.grabStrength;
},
});
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
if (horizontalDegree > degreeThreshold) playerX -= 5;
else if (horizontalDegree < -degreeThreshold) playerX += 5;
if (verticalDegree > degreeThreshold) playerY += 5;
else if (verticalDegree < -degreeThreshold) playerY -= 5;
if (grabStrength === 1) fireWeapon();
ctx.drawImage(img, playerX, playerY);
requestAnimationFrame(draw);
}
```
**Best Practices:**
- Use a degree threshold (e.g., 30 degrees) to filter out minor hand movements and noise.
- Output diagnostic data during development to calibrate sensitivity.
- Limit to simple actions like steering and shooting rather than complex multi-input schemes.
- Requires Leap Motion drivers to be installed.
### Doppler Effect (Microphone-Based Gesture Detection)
**Description:** Detects hand movement direction and magnitude by analyzing frequency shifts in sound waves picked up by the device microphone. An emitted tone bounces off the user's hand, and the frequency difference indicates movement direction.
**Key Events and APIs:**
- Uses a Doppler effect detection library.
- `bandwidth.left` and `bandwidth.right` provide frequency analysis values.
**Code Example:**
```javascript
doppler.init((bandwidth) => {
const diff = bandwidth.left - bandwidth.right;
// Positive diff = movement in one direction
// Negative diff = movement in the other direction
});
```
**Best Practices:**
- Best suited for simple one-axis controls such as scrolling or up/down movement.
- Less precise than Leap Motion or gamepad input.
- Provides directional information through left/right frequency difference comparison.
### Makey Makey (Physical Object Controllers)
**Description:** Connects conductive objects (bananas, clay, drawn circuits, water, etc.) to a board that emulates keyboard and mouse input, enabling creative physical interfaces for games.
**Key Events and APIs (via Cylon.js for custom hardware):**
- `makey-button` driver for custom setups with Arduino or Raspberry Pi.
- `"push"` event listener for button activation.
- The Makey Makey board itself works over USB and emits standard keyboard events without requiring custom code.
**Code Example (custom setup with Cylon.js):**
```javascript
const Cylon = require("cylon");
Cylon.robot({
connections: {
arduino: { adaptor: "firmata", port: "/dev/ttyACM0" },
},
devices: {
makey: { driver: "makey-button", pin: 2 },
},
work(my) {
my.makey.on("push", () => {
console.log("Button pushed!");
// Trigger game action
});
},
}).start();
```
**Best Practices:**
- The Makey Makey board connects via USB and emits standard keyboard events, so existing keyboard controls work out of the box.
- Use a 10 MOhm resistor for GPIO connections on custom setups.
- Enables creative physical gaming experiences that are particularly good for exhibitions and installations.
### General Recommendations for Unconventional Controls
- Implement multiple control mechanisms to reach the broadest possible audience.
- Build on a keyboard and gamepad foundation since most unconventional controllers emulate or complement standard input.
- Use threshold values to filter noise and accidental inputs from imprecise hardware.
- Provide visual diagnostics during development with console output and on-screen values.
- Match control complexity to the game's needs. Not all mechanisms suit all games.
- Test hardware setup thoroughly before implementing game logic on top of it.

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# Game Engine Core Design Principles
A comprehensive reference on the fundamental architecture and design principles behind building a game engine. Covers modularity, separation of concerns, core subsystems, and practical implementation guidance.
Source: https://www.gamedev.net/articles/programming/general-and-gameplay-programming/making-a-game-engine-core-design-principles-r3210/
---
## Why Build a Game Engine
A game engine is a reusable software framework that abstracts the common systems needed to build games. Rather than writing rendering, physics, input, and audio code from scratch for every project, a well-designed engine provides these as modular, configurable subsystems.
Key motivations:
- **Reusability** -- Use the same codebase across multiple game projects.
- **Separation of engine code from game code** -- Engine developers and game designers can work independently.
- **Maintainability** -- Well-structured code is easier to debug, extend, and optimize.
- **Scalability** -- Add new features or platforms without rewriting existing systems.
---
## Core Design Principles
### Modularity
Every major system in the engine should be an independent module with a well-defined interface. Modules should communicate through clean APIs rather than reaching into each other's internals.
**Why it matters:**
- Swap implementations without affecting other systems (e.g., replace OpenGL renderer with Vulkan).
- Test individual systems in isolation.
- Allow teams to work on different modules in parallel.
**Example structure:**
```
engine/
core/ -- Memory, logging, math, utilities
platform/ -- OS abstraction, windowing, file I/O
renderer/ -- Graphics API, shaders, materials
physics/ -- Collision, rigid body dynamics
audio/ -- Sound playback, mixing, spatial audio
input/ -- Keyboard, mouse, gamepad, touch
scripting/ -- Scripting language bindings
scene/ -- Scene graph, entity management
resources/ -- Asset loading, caching, streaming
```
### Separation of Concerns
Each system should have a single, clearly defined responsibility. Avoid mixing rendering logic with physics, or input handling with game state management.
**Practical guidelines:**
- The renderer should not know about game mechanics.
- The physics engine should not know how entities are rendered.
- Input processing should translate raw device events into abstract actions that game code can consume.
- The game logic layer sits on top of the engine and uses engine services without modifying them.
### Data-Driven Design
Wherever possible, behavior should be controlled by data rather than hard-coded logic. This allows designers and artists to modify game behavior without recompiling code.
**Examples of data-driven approaches:**
- Level layouts defined in data files (JSON, XML, binary) rather than code.
- Entity properties and behaviors configured through component data.
- Shader parameters exposed as material properties editable in tools.
- Animation state machines defined in configuration rather than imperative code.
### Minimize Dependencies
Each module should depend on as few other modules as possible. The dependency graph should be a clean hierarchy, not a tangled web.
```
Game Code
|
v
Engine High-Level Systems (Scene, Entity, Scripting)
|
v
Engine Low-Level Systems (Renderer, Physics, Audio, Input)
|
v
Engine Core (Memory, Math, Logging, Platform Abstraction)
|
v
Operating System / Hardware
```
Circular dependencies between modules are a sign of poor architecture and should be eliminated.
---
## The Entity-Component-System (ECS) Pattern
ECS is a widely adopted architectural pattern in modern game engines that favors composition over inheritance.
### Core Concepts
- **Entity** -- A unique identifier (often just an integer ID) that represents a game object. An entity has no behavior or data of its own.
- **Component** -- A plain data container attached to an entity. Each component type stores one aspect of an entity's state (position, velocity, sprite, health, etc.).
- **System** -- A function or object that processes all entities with a specific set of components. Systems contain the logic; components contain the data.
### Why ECS Over Inheritance
Traditional object-oriented inheritance creates rigid, deep hierarchies:
```
GameObject
-> MovableObject
-> Character
-> Player
-> Enemy
-> FlyingEnemy
-> GroundEnemy
```
Problems with this approach:
- Adding a new entity type that combines traits from multiple branches requires restructuring the hierarchy or using multiple inheritance.
- Deep hierarchies are fragile; changes to base classes ripple through all descendants.
- Classes accumulate unused behavior over time.
ECS solves these problems through composition:
```javascript
// An entity is just an ID
const player = world.createEntity();
// Attach components to define what it is
world.addComponent(player, new Position(100, 200));
world.addComponent(player, new Velocity(0, 0));
world.addComponent(player, new Sprite("player.png"));
world.addComponent(player, new Health(100));
world.addComponent(player, new PlayerInput());
// A "flying enemy" is just a different combination of components
const flyingEnemy = world.createEntity();
world.addComponent(flyingEnemy, new Position(400, 50));
world.addComponent(flyingEnemy, new Velocity(0, 0));
world.addComponent(flyingEnemy, new Sprite("bat.png"));
world.addComponent(flyingEnemy, new Health(30));
world.addComponent(flyingEnemy, new AIBehavior("patrol_fly"));
world.addComponent(flyingEnemy, new Flying());
```
### Systems Process Components
```javascript
// Movement system: processes all entities with Position + Velocity
function movementSystem(world, deltaTime) {
for (const [entity, pos, vel] of world.query(Position, Velocity)) {
pos.x += vel.x * deltaTime;
pos.y += vel.y * deltaTime;
}
}
// Render system: processes all entities with Position + Sprite
function renderSystem(world, context) {
for (const [entity, pos, sprite] of world.query(Position, Sprite)) {
context.drawImage(sprite.image, pos.x, pos.y);
}
}
// Gravity system: only affects entities with Velocity but NOT Flying
function gravitySystem(world, deltaTime) {
for (const [entity, vel] of world.query(Velocity).without(Flying)) {
vel.y += 9.8 * deltaTime;
}
}
```
### Benefits of ECS
- **Flexible composition** -- Create any entity type by mixing components without modifying code.
- **Cache-friendly data layout** -- Storing components contiguously in memory improves CPU cache performance.
- **Parallelism** -- Systems that operate on different component sets can run in parallel.
- **Easy serialization** -- Components are plain data, making save/load straightforward.
---
## Core Engine Subsystems
### Memory Management
Custom memory management is critical for game engine performance. The default allocator (malloc/new) is general-purpose and not optimized for game workloads.
**Common allocation strategies:**
- **Stack Allocator** -- Fast LIFO allocations for temporary, frame-scoped data. Reset the stack pointer at the end of each frame.
- **Pool Allocator** -- Fixed-size block allocation for objects of the same type (entities, components, particles). Zero fragmentation.
- **Frame Allocator** -- A linear allocator that resets every frame. Ideal for per-frame temporary data.
- **Double-Buffered Allocator** -- Two frame allocators that alternate each frame, allowing data from the previous frame to persist.
```cpp
// Conceptual frame allocator
class FrameAllocator {
char* buffer;
size_t offset;
size_t capacity;
public:
void* allocate(size_t size) {
void* ptr = buffer + offset;
offset += size;
return ptr;
}
void reset() {
offset = 0; // All allocations freed instantly
}
};
```
### Resource Management
The resource manager handles loading, caching, and lifetime management of game assets.
**Key responsibilities:**
- **Asynchronous loading** -- Load assets in background threads to avoid stalling the game loop.
- **Reference counting** -- Track how many systems use an asset; unload when no longer referenced.
- **Caching** -- Keep recently used assets in memory to avoid redundant disk reads.
- **Hot reloading** -- Detect asset changes on disk and reload them at runtime during development.
- **Resource handles** -- Use handles (IDs or smart pointers) rather than raw pointers to reference assets.
```javascript
class ResourceManager {
constructor() {
this.cache = new Map();
this.loading = new Map();
}
async load(path) {
// Return cached resource if available
if (this.cache.has(path)) {
return this.cache.get(path);
}
// Avoid duplicate loads
if (this.loading.has(path)) {
return this.loading.get(path);
}
// Start async load
const promise = this._loadFromDisk(path).then(resource => {
this.cache.set(path, resource);
this.loading.delete(path);
return resource;
});
this.loading.set(path, promise);
return promise;
}
unload(path) {
this.cache.delete(path);
}
}
```
### Rendering Pipeline
The rendering subsystem translates the game's visual state into pixels on screen.
**Typical rendering pipeline stages:**
1. **Scene traversal** -- Walk the scene graph or query ECS for renderable entities.
2. **Frustum culling** -- Discard objects outside the camera's view.
3. **Occlusion culling** -- Discard objects hidden behind other geometry.
4. **Sorting** -- Order objects by material, depth, or transparency requirements.
5. **Batching** -- Group objects with the same material to minimize draw calls and state changes.
6. **Vertex processing** -- Transform vertices from model space to screen space (vertex shader).
7. **Rasterization** -- Convert triangles to fragments (pixels).
8. **Fragment processing** -- Compute final pixel color using lighting, textures, and effects (fragment shader).
9. **Post-processing** -- Apply screen-space effects like bloom, tone mapping, and anti-aliasing.
**Render command pattern:**
Rather than making draw calls directly, build a list of render commands that can be sorted and batched before submission:
```javascript
class RenderCommand {
constructor(mesh, material, transform, sortKey) {
this.mesh = mesh;
this.material = material;
this.transform = transform;
this.sortKey = sortKey;
}
}
class Renderer {
constructor() {
this.commandQueue = [];
}
submit(command) {
this.commandQueue.push(command);
}
flush(context) {
// Sort by material to minimize state changes
this.commandQueue.sort((a, b) => a.sortKey - b.sortKey);
for (const cmd of this.commandQueue) {
this._bindMaterial(cmd.material);
this._setTransform(cmd.transform);
this._drawMesh(cmd.mesh, context);
}
this.commandQueue.length = 0;
}
}
```
### Physics Integration
The physics subsystem simulates physical behavior and detects collisions.
**Key design considerations:**
- **Fixed timestep** -- Physics should update at a fixed rate (e.g., 50 Hz) independent of the rendering frame rate. This ensures deterministic simulation behavior.
- **Collision phases** -- Use a broad phase (spatial partitioning, bounding volume hierarchies) to quickly eliminate non-colliding pairs, followed by a narrow phase for precise intersection testing.
- **Physics world separation** -- The physics world should maintain its own representation of objects (physics bodies) separate from game entities. A synchronization step maps between them.
```javascript
class PhysicsWorld {
constructor(fixedTimestep = 1 / 50) {
this.fixedTimestep = fixedTimestep;
this.accumulator = 0;
this.bodies = [];
}
update(deltaTime) {
this.accumulator += deltaTime;
while (this.accumulator >= this.fixedTimestep) {
this.step(this.fixedTimestep);
this.accumulator -= this.fixedTimestep;
}
}
step(dt) {
// Integrate velocities
for (const body of this.bodies) {
body.velocity.y += body.gravity * dt;
body.position.x += body.velocity.x * dt;
body.position.y += body.velocity.y * dt;
}
// Detect and resolve collisions
this.broadPhase();
this.narrowPhase();
this.resolveCollisions();
}
}
```
### Input System
The input system translates raw hardware events into game-meaningful actions.
**Layered design:**
1. **Hardware Layer** -- Receives raw events from the OS (key pressed, mouse moved, button down).
2. **Mapping Layer** -- Translates raw inputs into named actions via configurable bindings (e.g., "Space" maps to "Jump", "W" maps to "MoveForward").
3. **Action Layer** -- Exposes abstract actions that game code queries, completely decoupled from specific hardware inputs.
```javascript
class InputManager {
constructor() {
this.bindings = new Map();
this.actionStates = new Map();
}
bind(action, key) {
this.bindings.set(key, action);
}
handleKeyDown(event) {
const action = this.bindings.get(event.code);
if (action) {
this.actionStates.set(action, true);
}
}
handleKeyUp(event) {
const action = this.bindings.get(event.code);
if (action) {
this.actionStates.set(action, false);
}
}
isActionActive(action) {
return this.actionStates.get(action) || false;
}
}
// Usage
const input = new InputManager();
input.bind("Jump", "Space");
input.bind("MoveLeft", "KeyA");
input.bind("MoveRight", "KeyD");
// In game update:
if (input.isActionActive("Jump")) {
player.jump();
}
```
### Event System
An event system enables decoupled communication between engine subsystems and game code without direct references.
**Publish-subscribe pattern:**
```javascript
class EventBus {
constructor() {
this.listeners = new Map();
}
on(eventType, callback) {
if (!this.listeners.has(eventType)) {
this.listeners.set(eventType, []);
}
this.listeners.get(eventType).push(callback);
}
off(eventType, callback) {
const callbacks = this.listeners.get(eventType);
if (callbacks) {
const index = callbacks.indexOf(callback);
if (index !== -1) callbacks.splice(index, 1);
}
}
emit(eventType, data) {
const callbacks = this.listeners.get(eventType);
if (callbacks) {
for (const callback of callbacks) {
callback(data);
}
}
}
}
// Usage
const events = new EventBus();
events.on("collision", (data) => {
console.log(`${data.entityA} collided with ${data.entityB}`);
});
events.on("entityDestroyed", (data) => {
spawnExplosion(data.position);
addScore(data.points);
});
// Emit from physics system
events.emit("collision", { entityA: player, entityB: wall });
```
**Deferred events:**
For performance and determinism, events can be queued during a frame and dispatched at a specific point in the update cycle:
```javascript
class DeferredEventBus extends EventBus {
constructor() {
super();
this.eventQueue = [];
}
queue(eventType, data) {
this.eventQueue.push({ type: eventType, data });
}
dispatchQueued() {
for (const event of this.eventQueue) {
this.emit(event.type, event.data);
}
this.eventQueue.length = 0;
}
}
```
### Scene Management
The scene manager organizes game content into logical groups and manages transitions between different game states.
**Common patterns:**
- **Scene graph** -- A hierarchical tree of nodes where child transforms are relative to parent transforms. Moving a parent moves all children.
- **Scene stack** -- Scenes can be pushed and popped. A pause menu pushes on top of gameplay; dismissing it pops back to gameplay.
- **Scene loading** -- Scenes define which assets and entities to load. The scene manager coordinates loading, initialization, and cleanup.
```javascript
class SceneManager {
constructor() {
this.scenes = new Map();
this.activeScene = null;
}
register(name, scene) {
this.scenes.set(name, scene);
}
async switchTo(name) {
if (this.activeScene) {
this.activeScene.onExit();
this.activeScene.unloadResources();
}
this.activeScene = this.scenes.get(name);
await this.activeScene.loadResources();
this.activeScene.onEnter();
}
update(deltaTime) {
if (this.activeScene) {
this.activeScene.update(deltaTime);
}
}
render(context) {
if (this.activeScene) {
this.activeScene.render(context);
}
}
}
```
---
## Platform Abstraction
A well-designed engine abstracts platform-specific code behind a uniform interface. This enables the engine to run on multiple operating systems, graphics APIs, and hardware configurations.
**Areas requiring abstraction:**
| Concern | Examples |
|---|---|
| Windowing | Win32, X11, Cocoa, SDL, GLFW |
| Graphics API | OpenGL, Vulkan, DirectX, Metal, WebGL |
| File I/O | POSIX, Win32, virtual file systems |
| Threading | pthreads, Win32 threads, Web Workers |
| Audio output | WASAPI, CoreAudio, ALSA, Web Audio |
| Input devices | DirectInput, XInput, evdev, Gamepad API |
```javascript
// Abstract file system interface
class FileSystem {
async readFile(path) { throw new Error("Not implemented"); }
async writeFile(path, data) { throw new Error("Not implemented"); }
async exists(path) { throw new Error("Not implemented"); }
}
// Web implementation
class WebFileSystem extends FileSystem {
async readFile(path) {
const response = await fetch(path);
return response.arrayBuffer();
}
}
// Node.js implementation
class NodeFileSystem extends FileSystem {
async readFile(path) {
const fs = require("fs").promises;
return fs.readFile(path);
}
}
```
---
## Initialization and Shutdown Order
Engine subsystems must be initialized in dependency order and shut down in reverse order.
**Typical initialization sequence:**
1. Core systems (logging, memory, configuration)
2. Platform layer (window creation, input devices)
3. Rendering system (graphics context, default resources)
4. Audio system
5. Physics system
6. Resource manager (load default/shared assets)
7. Scene manager
8. Scripting system
9. Game-specific initialization
**Shutdown reverses this order** to ensure systems are cleaned up before the systems they depend on.
```javascript
class Engine {
async initialize() {
this.logger = new Logger();
this.config = new Config("engine.json");
this.platform = new Platform();
await this.platform.createWindow(this.config.window);
this.renderer = new Renderer(this.platform.canvas);
this.audio = new AudioSystem();
this.physics = new PhysicsWorld();
this.resources = new ResourceManager();
this.input = new InputManager(this.platform.window);
this.events = new EventBus();
this.scenes = new SceneManager();
this.logger.info("Engine initialized");
}
shutdown() {
this.scenes.cleanup();
this.resources.unloadAll();
this.input.cleanup();
this.physics.cleanup();
this.audio.cleanup();
this.renderer.cleanup();
this.platform.cleanup();
this.logger.info("Engine shutdown complete");
}
run() {
let lastTime = performance.now();
const loop = (currentTime) => {
const deltaTime = (currentTime - lastTime) / 1000;
lastTime = currentTime;
this.input.poll();
this.physics.update(deltaTime);
this.scenes.update(deltaTime);
this.events.dispatchQueued();
this.scenes.render(this.renderer);
this.renderer.present();
requestAnimationFrame(loop);
};
requestAnimationFrame(loop);
}
}
```
---
## Performance Principles
### Avoid Premature Abstraction
While modularity is important, over-engineering interfaces before understanding real requirements leads to unnecessary complexity. Start with simple, concrete implementations and refactor toward abstraction when actual use cases demand it.
### Profile Before Optimizing
Measure actual performance bottlenecks using profiling tools before spending time on optimization. Intuition about where time is spent is frequently wrong.
### Data-Oriented Design
Organize data by how it is accessed rather than by object-oriented abstractions. Storing components of the same type contiguously in memory (Structure of Arrays rather than Array of Structures) dramatically improves CPU cache hit rates.
```javascript
// Array of Structures (cache-unfriendly for position-only iteration)
const entities = [
{ position: {x: 0, y: 0}, sprite: "hero.png", health: 100 },
{ position: {x: 5, y: 3}, sprite: "bat.png", health: 30 },
];
// Structure of Arrays (cache-friendly for position-only iteration)
const positions = { x: [0, 5], y: [0, 3] };
const sprites = ["hero.png", "bat.png"];
const healths = [100, 30];
```
### Minimize Allocations in Hot Paths
Avoid creating new objects or allocating memory during per-frame updates. Pre-allocate buffers, use object pools, and reuse temporary objects.
### Batch Operations
Group similar operations together to reduce overhead from context switching, draw call setup, and cache misses. Process all entities of a given type before moving to the next type.
---
## Summary of Key Principles
| Principle | Description |
|---|---|
| Modularity | Independent subsystems with clean interfaces |
| Separation of concerns | Each system has a single responsibility |
| Data-driven design | Behavior controlled by data, not hard-coded logic |
| Composition over inheritance | ECS pattern for flexible entity construction |
| Minimal dependencies | Clean, hierarchical dependency graph |
| Platform abstraction | Uniform interfaces over platform-specific code |
| Fixed timestep physics | Deterministic simulation independent of frame rate |
| Event-driven communication | Decoupled interaction through publish-subscribe |
| Data-oriented performance | Optimize memory layout for access patterns |
| Measure before optimizing | Profile to identify actual bottlenecks |

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# Game Publishing
This reference covers the three pillars of publishing web-based games: distribution channels and platforms, promotion strategies, and monetization models.
## Game Distribution
Game distribution encompasses the channels and platforms through which players discover and access your game. Choosing the right distribution strategy depends on your target audience, game type, and business goals.
### Self-Hosting
Self-hosting gives you maximum control over your game and the ability to push instant updates without waiting for app store approval.
- Upload the game to a remote server with a catchy, memorable domain name.
- Concatenate and minify source code to reduce payload size.
- Uglify code to make reverse engineering harder and protect intellectual property.
- Provide an online demo if you plan to package the game for closed stores like iTunes or Steam.
- Consider hosting on GitHub Pages for free hosting, version control, and potential community contributions.
### Publishers and Portals
Independent game portals offer natural promotion from high-traffic sites and potential monetization through ads or revenue sharing.
**Popular independent portals:**
- HTML5Games.com
- GameArter.com
- MarketJS.com
- GameFlare
- GameDistribution.com
- GameSaturn.com
- Playmox.com
- Poki (developers.poki.com)
- CrazyGames (developer.crazygames.com)
**Licensing options:**
- Exclusive licensing: Restrict distribution to a single buyer for higher per-deal revenue.
- Non-exclusive licensing: Distribute widely across multiple portals for broader reach.
### Web Stores
**Chrome Web Store:**
- Requires a manifest file and a zipped package containing game resources.
- Minimal game modifications needed.
- Simple online submission form.
### Native Mobile Stores
**iOS App Store:**
- Strict requirements with a 1-2 week approval wait period.
- Extremely competitive with hundreds of thousands of apps.
- Generally favors paid games.
- Most prominent mobile store but hardest to stand out.
**Google Play (Android):**
- Less strict requirements than iOS.
- High volume of daily submissions.
- Freemium model preferred (free download with in-app purchases or ads).
- Most paid iOS games appear as free-to-play on Android.
**Other mobile platforms (Windows Phone, BlackBerry, etc.):**
- Less competition and easier to gain visibility.
- Smaller market share but less crowded.
### Native Desktop
**Steam:**
- Largest desktop game distribution platform.
- Access via the Steam Direct program for indie developers.
- Requires support for multiple platforms (Windows, macOS, Linux) with separate uploads.
- Must handle cross-platform compatibility issues.
**Humble Bundle:**
- Primarily an exposure and promotional opportunity.
- Bundle pricing model at low prices.
- More focused on gaining visibility than generating direct revenue.
### Packaging Tools
Tools for distributing HTML5 games to closed ecosystems:
| Tool | Platforms |
|------|-----------|
| Ejecta | iOS (ImpactJS-specific) |
| NW.js | Windows, Mac, Linux |
| Electron | Windows, Mac, Linux |
| Intel XDK | Multiple platforms |
| Manifold.js | iOS, Android, Windows |
### Platform Strategy
- **Mobile first:** Mobile devices account for the vast majority of HTML5 game traffic. Design games playable with one or two fingers while holding the device.
- **Desktop for development:** Build and test on desktop first before debugging on mobile.
- **Multi-platform:** Support desktop even if targeting mobile primarily. HTML5 games have the advantage of write-once, deploy-everywhere.
- **Diversify:** Do not rely on a single store. Spread across multiple platforms to reduce risk.
- **Instant updates:** One of the key advantages of web distribution is the ability to push quick bug fixes without waiting for app store approval.
## Game Promotion
Game promotion requires a sustained, multi-channel strategy. Most promotional methods are free, making them accessible to indie developers with limited budgets. Visibility is as important as game quality -- even excellent games fail without promotion.
### Website and Blog
**Essential website components:**
- Screenshots and game trailers.
- Detailed descriptions and downloadable press kits (use tools like Presskit()).
- System requirements and available platforms.
- Support and contact information.
- A playable demo, at least browser-based.
- SEO optimization for discoverability.
**Blogging strategy:**
- Document the development process, bugs encountered, and lessons learned.
- Publish monthly progress reports.
- Continual content creation improves SEO rankings over time.
- Builds credibility and community reputation.
### Social Media
- Use the `#gamedev` hashtag for community engagement on platforms like Twitter/X.
- Be authentic and avoid pushy advertisements or dry press releases.
- Share development tips, industry insights, and behind-the-scenes content.
- Monitor YouTube and Twitch streamers who might cover your game.
- Participate in forums such as HTML5GameDevs.com.
- Engage genuinely with the community. Answer questions, be supportive, and avoid constant self-promotion.
- Offer discounts and contest prizes to build goodwill.
### Press Outreach
- Research press outlets that specifically cover your game's genre and platform.
- Be humble, polite, and patient when contacting journalists and reviewers.
- Avoid mass, irrelevant submissions. Target your outreach carefully.
- A quality game paired with an honest approach yields the best success rates.
- Reference guides like "How To Contact Press" from Pixel Prospector for detailed strategies.
### Competitions
- Participate in game development competitions (game jams) to network and gain community exposure.
- Mandatory themes spark creative ideas and force innovation.
- Winning brings automatic promotion from organizers and community attention.
- Great for launching early demos and building reputation.
### Tutorials and Educational Content
- Document and teach what you have implemented in your game.
- Use your game as a practical case study in articles and tutorials.
- Publish on platforms like Tuts+ Game Development, which often pay for content.
- Focus on a single aspect in detail and provide genuine value to readers.
- Dual benefit: promotes your game while establishing you as a knowledgeable developer.
### Events
**Conferences:**
- Give technical talks about challenges you overcame during development.
- Demonstrate API implementations with your game as a real example.
- Focus on knowledge-sharing over marketing. Developers are particularly sensitive to heavy-handed sales pitches.
**Fairs and expos:**
- Secure a booth among other developers for direct fan interaction.
- Stand out with unique, original presentations.
- Provides real-world user testing and immediate feedback.
- Helps uncover bugs and issues that players find organically.
### Promo Codes
- Create the ability to distribute free or limited-access promo codes.
- Distribute to press, media, YouTube and Twitch personalities, competition winners, and community influencers.
- Reaching the right people with free access can generate free advertising to thousands of potential players.
### Community Building
- Send weekly newsletters with regular updates to your audience.
- Organize online competitions related to your game or game development in general.
- Host local meetups for in-person developer gatherings.
- Demonstrates passion and builds trust and reliability.
- Your community becomes your advocates when you need support or buzz for a launch.
### Key Promotion Principles
| Factor | Importance |
|--------|-----------|
| Consistency | Regular content and engagement across all channels |
| Authenticity | Genuine community interaction, not transactional |
| Patience | Building relationships and reputation takes time |
| Value-first | Provide content worth consuming before asking for anything |
| Multiple channels | Never rely on a single promotional strategy |
## Game Monetization
Monetization strategy should align with your game type, target audience, and distribution platforms. Diversifying income streams provides better business stability.
### Paid Games
**Model:** Fixed, up-front price charged before the player gains access.
- Requires significant marketing investment to drive purchases.
- Pricing varies by market and quality: arcade iOS titles around $0.99, desktop RPGs on Steam around $20.
- Success depends on game quality, market research, and marketing effectiveness.
- Study market trends and learn from failures quickly.
### In-App Purchases (IAPs)
**Model:** Free game acquisition with paid optional content and features.
**Types of purchasable content:**
- Bonus levels
- Better weapons or spells
- Energy refills
- In-game currency
- Premium features and virtual goods
**Key metrics and considerations:**
- Requires thousands of downloads to generate meaningful revenue.
- Only approximately 1 in 1,000 players typically makes a purchase.
- Earnings depend heavily on promotional activities and player volume.
- Player volume is the critical success factor.
### Freemium
**Model:** Free game with optional premium features and paid benefits.
- Add value to the game rather than restricting core content behind a paywall.
- Avoid "pay-to-win" mechanics that players dislike and that damage retention and reputation.
- Do not paywall game progression.
- Focus on delivering enjoyable free experiences first, then offer premium enhancements.
**Add-ons and DLCs:**
- New level sets with new characters, weapons, and story content.
- Requires an established base game with proven popularity.
- Provides additional value for existing, engaged players.
### Advertisements
**Model:** Passive income through ad display with revenue sharing between developer and ad network.
**Ad networks:**
- **Google AdSense:** Most effective but not game-optimized. Can be risky for game-related accounts.
- **LeadBolt:** Game-focused alternative with easier implementation.
- **Video ads:** Pre-roll format shown during loading screens is gaining popularity.
**Placement strategy:**
- Show ads between game sessions or on game-over screens.
- Balance ad visibility with player experience.
- Keep ads subtle to avoid annoying players and hurting retention.
- Revenue is typically very modest for low-traffic games.
**Revenue sharing:** Usually 70/30 or 50/50 splits with publishers.
### Licensing
**Model:** One-time payment for distribution rights. The publisher handles monetization.
**Exclusive licenses:**
- Sold to a single publisher only.
- Cannot be sold again in any form after the deal.
- Price range: $2,000 to $5,000 USD.
- Only pursue if the deal is profitable enough to justify exclusivity. Stop promoting the game after the sale.
**Non-exclusive licenses:**
- Can be sold to multiple publishers simultaneously.
- Publisher can only distribute on their own portal (site-locked).
- Price range: approximately $500 USD per publisher.
- Most popular licensing approach. Works well with multiple publishers continuously.
**Subscription model:**
- Monthly passive revenue per game.
- Price range: $20 to $50 USD per month per game.
- Flexible payment options: lump sum or monthly.
- Risk: can be cancelled at any time by the publisher.
**Ad revenue share:**
- Publisher drives traffic and earnings are split.
- Split: 70/30 or 50/50 deals, collected monthly.
- Warning: new or low-quality publishers may offer as little as $2 USD total.
**Important licensing notes:**
- Publishers may require custom API implementation (factor the development cost into your pricing).
- Better to accept a lower license fee from an established, reputable publisher than risk fraud with unknown buyers.
- Contact publishers through their websites or HTML5 Gamedevs forums.
### Branding and Custom Work
**Non-exclusive licensing with branding:**
- Client buys code rights and implements their own graphics.
- Example: swapping game food items for client-branded products.
**Freelance branding:**
- Developer reuses existing game code and adds client-provided graphics.
- Client directs implementation details.
- Price varies greatly based on brand, client expectations, and scope of work.
### Other Monetization Strategies
**Selling digital assets:**
- Sell game graphics and art assets on platforms like Envato Market and ThemeForest.
- Best for graphic designers who can create reusable assets.
- Provides passive, modest but consistent income.
**Writing articles and tutorials:**
- Publish game development articles on platforms like Tuts+ Game Development, which pay for content.
- Dual benefit: promotes your game while generating direct income.
- Focus on genuine knowledge-sharing with your games as practical examples.
**Merchandise:**
- T-shirts, stickers, and branded gadgets.
- Most profitable for highly popular, visually recognizable games (e.g., Angry Birds).
- Some developers earn more from merchandise than from the games themselves.
- Best as a diversified secondary revenue stream.
**Community donations:**
- Add donate buttons on game pages.
- Effectiveness depends on the strength of your community relationship.
- Works best when players know you personally and understand how donations help continued development.
### Monetization Summary
| Model | Revenue Type | Best For | Risk Level |
|-------|-------------|----------|------------|
| Paid Games | One-time | High-quality games with strong marketing | High |
| In-App Purchases | Per transaction | Popular games with high download volume | Medium |
| Advertisements | Passive/CPM | Casual, addictive games | Low-Medium |
| Non-Exclusive Licensing | One-time (~$500) | All game types | Low |
| Exclusive Licensing | One-time ($2K-$5K) | Proven, quality games | Medium |
| Subscriptions | Monthly passive | Games with established track records | Medium |
| Merchandise | Per sale | Popular franchises with visual identity | High |
| Articles/Tutorials | Per publication | Developers with niche expertise | Low |

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# Game Development Techniques
A comprehensive reference covering essential techniques for building web-based games, compiled from MDN Web Docs.
---
## Async Scripts
**Source:** [MDN - Async Scripts for asm.js](https://developer.mozilla.org/en-US/docs/Games/Techniques/Async_scripts)
### What It Is
Async compilation allows JavaScript engines to compile asm.js code off the main thread during game loading and cache the generated machine code. This prevents recompilation on subsequent loads and gives the browser maximum flexibility to optimize the compilation process.
### How It Works
When a script is loaded asynchronously, the browser can compile it on a background thread while the main thread continues handling rendering and user interaction. The compiled code is cached so future visits skip recompilation entirely.
### When to Use It
- Medium or large games that compile asm.js code.
- Any game where startup performance matters (which is virtually all games).
- When you want the browser to cache compiled machine code across sessions.
### Code Examples
**HTML attribute approach:**
```html
<script async src="file.js"></script>
```
**JavaScript dynamic creation (defaults to async):**
```javascript
const script = document.createElement("script");
script.src = "file.js";
document.body.appendChild(script);
```
**Important:** Inline scripts are never async, even with the `async` attribute. They compile and run immediately:
```html
<!-- This is NOT async despite the attribute -->
<script async>
// Inline JavaScript code
</script>
```
**Using Blob URLs for async compilation of string-based code:**
```javascript
const blob = new Blob([codeString]);
const script = document.createElement("script");
const url = URL.createObjectURL(blob);
script.onload = script.onerror = () => URL.revokeObjectURL(url);
script.src = url;
document.body.appendChild(script);
```
The key insight is that setting `src` (rather than `innerHTML` or `textContent`) triggers async compilation.
---
## Optimizing Startup Performance
**Source:** [MDN - Optimizing Startup Performance](https://developer.mozilla.org/en-US/docs/Web/Performance/Guides/Optimizing_startup_performance)
### What It Is
A collection of strategies for improving how quickly web applications and games start up and become responsive, preventing the app, browser, or device from appearing frozen to users.
### How It Works
The core principle is avoiding blocking the main thread during startup. Work is offloaded to background threads (Web Workers), startup code is broken into small micro-tasks, and the main thread is kept free for user events and rendering. The event loop must keep cycling continuously.
### When to Use It
- Always -- this is a universal concern for all web applications and games.
- Critical for new apps since it is easier to build asynchronously from the start.
- Essential when porting native apps that expect synchronous loading and need refactoring.
### Key Techniques
**1. Script Loading with `defer` and `async`**
Prevent blocking HTML parsing:
```html
<script defer src="app.js"></script>
<script async src="helper.js"></script>
```
**2. Web Workers for Heavy Processing**
Move data fetching, decoding, and calculations to workers. This frees the main thread for UI and user events.
**3. Data Processing**
- Use browser-provided decoders (image, video) instead of custom implementations.
- Process data in parallel whenever possible, not sequentially.
- Offload asset decoding (e.g., JPEG to raw texture data) to workers.
**4. Resource Loading**
- Do not include scripts or stylesheets outside the critical rendering path in the startup HTML -- load them only when needed.
- Use resource hints: `preconnect`, `preload`.
**5. Code Size and Compression**
- Minify JavaScript files.
- Use Gzip or Brotli compression.
- Optimize and compress data files.
**6. Perceived Performance**
- Display splash screens to keep users engaged.
- Show progress indicators for heavy sites.
- Make time feel faster even if absolute duration stays the same.
**7. Emscripten Main Loop Blockers (for ported apps)**
```javascript
emscripten_push_main_loop_blocker();
// Establish functions to execute before main thread continues
// Create queue of functions called in sequence
```
### Performance Targets
| Metric | Target |
|---|---|
| Initial content appearance | 1-2 seconds |
| User-perceptible delay | 50ms or less |
| Sluggish threshold | Greater than 200ms |
Users on older or slower devices experience longer delays than developers -- always optimize accordingly.
---
## WebRTC Data Channels
**Source:** [MDN - WebRTC Data Channels](https://developer.mozilla.org/en-US/docs/Games/Techniques/WebRTC_data_channels)
### What It Is
WebRTC data channels let you send text or binary data over an active connection to a peer. In the context of games, this enables players to send data to each other for text chat or game state synchronization, without routing through a central server.
### How It Works
WebRTC establishes a peer-to-peer connection between two browsers. Once established, a data channel can be opened on that connection. Data channels come in two flavors:
**Reliable Channels:**
- Guarantee that messages arrive at the peer.
- Maintain message order -- messages arrive in the same sequence they were sent.
- Analogous to TCP sockets.
**Unreliable Channels:**
- Make no guarantees about message delivery.
- Messages may not arrive in any particular order.
- Messages may not arrive at all.
- Analogous to UDP sockets.
### When to Use It
- **Reliable channels:** Turn-based games, chat, or any scenario where every message must arrive in order.
- **Unreliable channels:** Real-time action games where low latency matters more than guaranteed delivery (e.g., position updates where stale data is worse than missing data).
### Use Cases in Games
- Player-to-player text chat communication.
- Game status information exchange between players.
- Real-time game state synchronization.
- Peer-to-peer multiplayer without a dedicated game server.
### Implementation Notes
- The WebRTC API is primarily known for audio and video communication but includes robust peer-to-peer data channel capabilities.
- Libraries are recommended to simplify implementation and work around browser differences.
- Full WebRTC documentation is available at [MDN WebRTC API](https://developer.mozilla.org/en-US/docs/Web/API/WebRTC_API).
---
## Audio for Web Games
**Source:** [MDN - Audio for Web Games](https://developer.mozilla.org/en-US/docs/Games/Techniques/Audio_for_Web_Games)
### What It Is
Audio provides feedback and atmosphere in web games. This technique covers implementing audio across desktop and mobile platforms, addressing browser differences and optimization strategies.
### How It Works
Two primary APIs are available:
1. **HTMLMediaElement** -- The standard `<audio>` element for basic audio playback.
2. **Web Audio API** -- An advanced API for dynamic audio manipulation, positioning, and precise timing.
### When to Use It
- Use `<audio>` elements for simple, linear playback (background music without complex control).
- Use the Web Audio API for dynamic music, 3D spatial audio, precise timing, and real-time manipulation.
- Use audio sprites when targeting mobile or when you have many short sound effects.
### Key Challenges on Mobile
- **Autoplay policy:** Browsers restrict autoplay with sound. Playback must be user-initiated via click or tap.
- **Volume control:** Mobile browsers may disable programmatic volume control to preserve OS-level user control.
- **Buffering/preloading:** Mobile browsers often disable buffering before playback initiation to reduce data usage.
### Technique 1: Audio Sprites
Combines multiple audio clips into a single file, playing specific sections by timestamp, borrowed from the CSS sprites concept.
**HTML:**
```html
<audio id="myAudio" src="mysprite.mp3"></audio>
<button data-start="18" data-stop="19">0</button>
<button data-start="16" data-stop="17">1</button>
<button data-start="14" data-stop="15">2</button>
<button data-start="12" data-stop="13">3</button>
<button data-start="10" data-stop="11">4</button>
<button data-start="8" data-stop="9">5</button>
<button data-start="6" data-stop="7">6</button>
<button data-start="4" data-stop="5">7</button>
<button data-start="2" data-stop="3">8</button>
<button data-start="0" data-stop="1">9</button>
```
**JavaScript:**
```javascript
const myAudio = document.getElementById("myAudio");
const buttons = document.getElementsByTagName("button");
let stopTime = 0;
for (const button of buttons) {
button.addEventListener("click", () => {
myAudio.currentTime = button.dataset.start;
stopTime = Number(button.dataset.stop);
myAudio.play();
});
}
myAudio.addEventListener("timeupdate", () => {
if (myAudio.currentTime > stopTime) {
myAudio.pause();
}
});
```
**Priming audio for mobile (trigger on first user interaction):**
```javascript
const myAudio = document.createElement("audio");
myAudio.src = "my-sprite.mp3";
myAudio.play();
myAudio.pause();
```
### Technique 2: Web Audio API Multi-Track Music
Load and synchronize separate audio tracks with precise timing.
**Create audio context and load files:**
```javascript
const audioCtx = new AudioContext();
async function getFile(filepath) {
const response = await fetch(filepath);
const arrayBuffer = await response.arrayBuffer();
const audioBuffer = await audioCtx.decodeAudioData(arrayBuffer);
return audioBuffer;
}
```
**Track playback with synchronization:**
```javascript
let offset = 0;
function playTrack(audioBuffer) {
const trackSource = audioCtx.createBufferSource();
trackSource.buffer = audioBuffer;
trackSource.connect(audioCtx.destination);
if (offset === 0) {
trackSource.start();
offset = audioCtx.currentTime;
} else {
trackSource.start(0, audioCtx.currentTime - offset);
}
return trackSource;
}
```
**Handle autoplay policy in playback handlers:**
```javascript
playButton.addEventListener("click", () => {
if (audioCtx.state === "suspended") {
audioCtx.resume();
}
playTrack(track);
playButton.dataset.playing = true;
});
```
### Technique 3: Beat-Synchronized Track Playback
For seamless transitions, sync new tracks to beat boundaries:
```javascript
const tempo = 3.074074076; // Time in seconds of your beat/bar
if (offset === 0) {
source.start();
offset = context.currentTime;
} else {
const relativeTime = context.currentTime - offset;
const beats = relativeTime / tempo;
const remainder = beats - Math.floor(beats);
const delay = tempo - remainder * tempo;
source.start(context.currentTime + delay, relativeTime + delay);
}
```
### Technique 4: Positional Audio (3D Spatialization)
Use the `PannerNode` to position audio in 3D space:
- Position objects in game world space.
- Set direction and movement of audio sources.
- Apply environmental effects (cave reverb, underwater muffling, etc.).
Particularly useful for WebGL 3D games to tie audio to visual objects and the player's viewpoint.
### Decision Matrix
| Technique | Use When | Pros | Cons |
|---|---|---|---|
| Audio Sprites | Many short sounds, mobile | Reduces HTTP requests, mobile-friendly | Seeking accuracy reduced at low bitrates |
| Basic `<audio>` | Simple linear playback | Broad support | Limited control, autoplay restrictions |
| Web Audio API | Dynamic music, 3D positioning, precise timing | Full control, real-time manipulation, sync | More complex code |
| Positional Audio | 3D immersive games | Realism, player immersion | Requires WebGL context awareness |
---
## 2D Collision Detection
**Source:** [MDN - 2D Collision Detection](https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection)
### What It Is
2D collision detection algorithms determine when game entities overlap or intersect based on their shape types (rectangle-to-rectangle, rectangle-to-circle, circle-to-circle, etc.). Rather than pixel-perfect detection, games typically use simple generic shapes called "hitboxes" that cover entities, balancing visual accuracy with performance.
### How It Works
Each algorithm checks the geometric relationship between two shapes. If any overlap is detected, a collision is reported. The approach varies by shape type.
### When to Use It
- Use AABB for simple rectangular entities without rotation.
- Use circle collision for round entities or when you need fast, simple checks.
- Use the Separating Axis Theorem (SAT) for complex convex polygons.
- Use broad-phase narrowing (quad trees, spatial hashmaps) when you have many entities.
### Algorithm 1: Axis-Aligned Bounding Box (AABB)
Collision detection between two axis-aligned rectangles (no rotation). Detects collision by ensuring there is no gap between any of the 4 sides of the rectangles.
```javascript
class BoxEntity extends BaseEntity {
width = 20;
height = 20;
isCollidingWith(other) {
return (
this.position.x < other.position.x + other.width &&
this.position.x + this.width > other.position.x &&
this.position.y < other.position.y + other.height &&
this.position.y + this.height > other.position.y
);
}
}
```
### Algorithm 2: Circle Collision
Collision detection between two circles. Takes the center points of two circles and checks whether the distance between them is less than the sum of their radii.
```javascript
class CircleEntity extends BaseEntity {
radius = 10;
isCollidingWith(other) {
const dx =
this.position.x + this.radius - (other.position.x + other.radius);
const dy =
this.position.y + this.radius - (other.position.y + other.radius);
const distance = Math.sqrt(dx * dx + dy * dy);
return distance < this.radius + other.radius;
}
}
```
Note: The circle's `x` and `y` coordinates refer to their top-left corner, so you must add the radius to compare their actual centers.
### Algorithm 3: Separating Axis Theorem (SAT)
A collision algorithm that detects collisions between any two convex polygons. It works by projecting each polygon onto every possible axis and checking for overlap. If any axis shows a gap, the polygons are not colliding.
SAT is more complex to implement but handles arbitrary convex polygon shapes.
### Collision Performance: Broad Phase and Narrow Phase
Testing every entity against every other entity is computationally expensive (O(n^2)). Games split collision detection into two phases:
**Broad Phase** -- Uses spatial data structures to quickly identify which entities could be colliding:
- Quad Trees
- R-Trees
- Spatial Hashmaps
**Narrow Phase** -- Applies precise collision algorithms (AABB, Circle, SAT) only to the small list of candidates from the broad phase.
### Base Engine Code
**CSS for collision visualization:**
```css
.entity {
display: inline-block;
position: absolute;
height: 20px;
width: 20px;
background-color: blue;
}
.movable {
left: 50px;
top: 50px;
background-color: red;
}
.collision-state {
background-color: green !important;
}
```
**JavaScript collision checker and entity system:**
```javascript
const collider = {
moveableEntity: null,
staticEntities: [],
checkCollision() {
const isColliding = this.staticEntities.some((staticEntity) =>
this.moveableEntity.isCollidingWith(staticEntity),
);
this.moveableEntity.setCollisionState(isColliding);
},
};
const container = document.getElementById("container");
class BaseEntity {
ref;
position;
constructor(position) {
this.position = position;
this.ref = document.createElement("div");
this.ref.classList.add("entity");
this.ref.style.left = `${this.position.x}px`;
this.ref.style.top = `${this.position.y}px`;
container.appendChild(this.ref);
}
shiftPosition(dx, dy) {
this.position.x += dx;
this.position.y += dy;
this.redraw();
}
redraw() {
this.ref.style.left = `${this.position.x}px`;
this.ref.style.top = `${this.position.y}px`;
}
setCollisionState(isColliding) {
if (isColliding && !this.ref.classList.contains("collision-state")) {
this.ref.classList.add("collision-state");
} else if (!isColliding) {
this.ref.classList.remove("collision-state");
}
}
isCollidingWith(other) {
throw new Error("isCollidingWith must be implemented in subclasses");
}
}
document.addEventListener("keydown", (e) => {
e.preventDefault();
switch (e.key) {
case "ArrowLeft":
collider.moveableEntity.shiftPosition(-5, 0);
break;
case "ArrowUp":
collider.moveableEntity.shiftPosition(0, -5);
break;
case "ArrowRight":
collider.moveableEntity.shiftPosition(5, 0);
break;
case "ArrowDown":
collider.moveableEntity.shiftPosition(0, 5);
break;
}
collider.checkCollision();
});
```
---
## Tilemaps
**Source:** [MDN - Tilemaps](https://developer.mozilla.org/en-US/docs/Games/Techniques/Tilemaps)
### What It Is
Tilemaps are a fundamental technique in 2D game development that constructs game worlds using small, regular-shaped images called tiles. Instead of storing large monolithic level images, the game world is assembled from a grid of reusable tile graphics, providing significant performance and memory benefits.
### How It Works
**Core structure:**
1. **Tile Atlas (Spritesheet):** All tile images stored in a single atlas file. Each tile is assigned an index used as its identifier.
2. **Tilemap Data Object:** Contains tile size (pixel dimensions), image atlas reference, map dimensions (in tiles or pixels), a visual grid (array of tile indices), and an optional logic grid (collision, pathfinding, spawn data).
Special values (negative numbers, 0, or null) represent empty tiles.
### When to Use It
- Building 2D game worlds of any kind (platformers, RPGs, strategy games, puzzle games).
- Games inspired by classics like Super Mario Bros, Pacman, Zelda, Starcraft, or Sim City.
- Any scenario where a grid-based world offers logical advantages for pathfinding, collision, or level editing.
### Rendering Static Tilemaps
For maps fitting entirely on screen:
```javascript
for (let column = 0; column < map.columns; column++) {
for (let row = 0; row < map.rows; row++) {
const tile = map.getTile(column, row);
const x = column * map.tileSize;
const y = row * map.tileSize;
drawTile(tile, x, y);
}
}
```
### Scrolling Tilemaps with Camera
Convert between world coordinates (level position) and screen coordinates (rendered position):
```javascript
// These functions assume camera points to top-left corner
function worldToScreen(x, y) {
return { x: x - camera.x, y: y - camera.y };
}
function screenToWorld(x, y) {
return { x: x + camera.x, y: y + camera.y };
}
```
Key principle: Only render visible tiles to optimize performance. Apply the camera offset transformation during rendering.
### Tilemap Types
**Square Tiles (most common):**
- Top-down view for RPGs and strategy games (Warcraft 2, Final Fantasy).
- Side view for platformers (Super Mario Bros).
**Isometric Tilemaps:**
- Creates the illusion of a 3D environment.
- Popular in simulation and strategy games (SimCity 2000, Pharaoh, Final Fantasy Tactics).
### Layers
Multiple visual layers enable:
- Reusing tiles across different background types.
- Characters appearing behind or in front of terrain (walking behind trees).
- Richer worlds with fewer tile variations.
Example: A rock tile rendered on a separate layer over grass, sand, or brick backgrounds.
### Logic Grid
A separate grid for non-visual game logic:
- **Collision detection:** Mark walkable vs. blocked tiles.
- **Character spawning:** Define spawn point locations.
- **Pathfinding:** Create navigation graphs.
- **Tile combinations:** Detect valid patterns (Tetris, Bejeweled).
### Performance Optimization
1. **Only render visible tiles** -- Skip off-screen tiles entirely.
2. **Pre-render to canvas** -- Render the map to an off-screen canvas element and blit as a single operation.
3. **Offcanvas buffering** -- Draw a section larger than the visible area (2x2 tiles bigger) to reduce redraws during scrolling.
4. **Chunking** -- Divide large tilemaps into sections (e.g., 10x10 tile chunks), pre-render each as a "big tile."
---
## Controls: Gamepad API
**Source:** [MDN - Controls Gamepad API](https://developer.mozilla.org/en-US/docs/Games/Techniques/Controls_Gamepad_API)
### What It Is
The Gamepad API provides an interface for detecting and using gamepad controllers in web browsers without plugins. It exposes button presses and axis changes through JavaScript, allowing console-like control of browser-based games.
### How It Works
Two fundamental events handle the controller lifecycle:
- `gamepadconnected` -- fired when a gamepad is connected.
- `gamepaddisconnected` -- fired when disconnected (physically or due to inactivity).
Security note: User interaction with the controller is required while the page is visible for the event to fire (prevents fingerprinting).
**Gamepad object properties:**
| Property | Description |
|---|---|
| `id` | String containing controller information |
| `index` | Unique identifier for the connected device |
| `connected` | Boolean indicating connection status |
| `mapping` | Layout type ("standard" is the common option) |
| `axes` | Array of floats (-1 to 1) representing analog stick positions |
| `buttons` | Array of GamepadButton objects with `pressed` and `value` properties |
### When to Use It
- When building games that should work with console controllers.
- When supporting Xbox 360, Xbox One, PS3, or PS4 controllers on Windows and macOS.
- When you want dual input support (keyboard + gamepad).
### Code Examples
**Basic setup structure:**
```javascript
const gamepadAPI = {
controller: {},
turbo: false,
connect() {},
disconnect() {},
update() {},
buttonPressed() {},
buttons: [],
buttonsCache: [],
buttonsStatus: [],
axesStatus: [],
};
```
**Button layout (Xbox 360):**
```javascript
const gamepadAPI = {
buttons: [
"DPad-Up", "DPad-Down", "DPad-Left", "DPad-Right",
"Start", "Back", "Axis-Left", "Axis-Right",
"LB", "RB", "Power", "A", "B", "X", "Y",
],
};
```
**Event listeners:**
```javascript
window.addEventListener("gamepadconnected", gamepadAPI.connect);
window.addEventListener("gamepaddisconnected", gamepadAPI.disconnect);
```
**Connection and disconnection handlers:**
```javascript
connect(evt) {
gamepadAPI.controller = evt.gamepad;
gamepadAPI.turbo = true;
console.log("Gamepad connected.");
},
disconnect(evt) {
gamepadAPI.turbo = false;
delete gamepadAPI.controller;
console.log("Gamepad disconnected.");
},
```
**Update method (called every frame):**
```javascript
update() {
// Clear the buttons cache
gamepadAPI.buttonsCache = [];
// Move the buttons status from the previous frame to the cache
for (let k = 0; k < gamepadAPI.buttonsStatus.length; k++) {
gamepadAPI.buttonsCache[k] = gamepadAPI.buttonsStatus[k];
}
// Clear the buttons status
gamepadAPI.buttonsStatus = [];
// Get the gamepad object
const c = gamepadAPI.controller || {};
// Loop through buttons and push the pressed ones to the array
const pressed = [];
if (c.buttons) {
for (let b = 0; b < c.buttons.length; b++) {
if (c.buttons[b].pressed) {
pressed.push(gamepadAPI.buttons[b]);
}
}
}
// Loop through axes and push their values to the array
const axes = [];
if (c.axes) {
for (const ax of c.axes) {
axes.push(ax.toFixed(2));
}
}
// Assign received values
gamepadAPI.axesStatus = axes;
gamepadAPI.buttonsStatus = pressed;
return pressed;
},
```
**Button detection with hold support:**
```javascript
buttonPressed(button, hold) {
let newPress = false;
if (gamepadAPI.buttonsStatus.includes(button)) {
newPress = true;
}
if (!hold && gamepadAPI.buttonsCache.includes(button)) {
newPress = false;
}
return newPress;
},
```
Parameters:
- `button` -- the button name to listen for.
- `hold` -- if true, holding the button counts as continuous action; if false, only new presses register.
**Usage in a game loop:**
```javascript
if (gamepadAPI.turbo) {
if (gamepadAPI.buttonPressed("A", "hold")) {
this.turbo_fire();
}
if (gamepadAPI.buttonPressed("B")) {
this.managePause();
}
}
```
**Analog stick input with threshold (prevent stick drift):**
```javascript
if (gamepadAPI.axesStatus[0].x > 0.5) {
this.player.angle += 3;
this.turret.angle += 3;
}
```
**Getting all connected gamepads:**
```javascript
const gamepads = navigator.getGamepads();
// Returns an array where unavailable/disconnected slots contain null
// Example with one device at index 1: [null, [object Gamepad]]
```
---
## Crisp Pixel Art Look
**Source:** [MDN - Crisp Pixel Art Look](https://developer.mozilla.org/en-US/docs/Games/Techniques/Crisp_pixel_art_look)
### What It Is
A technique for rendering pixel art without blurriness on high-resolution displays by mapping individual image pixels to blocks of screen pixels without smoothing interpolation. Retro pixel art requires preserving hard edges during scaling, but modern browsers default to smoothing algorithms that blend colors and create blur.
### How It Works
The CSS `image-rendering` property controls how browsers scale images. Setting it to `pixelated` enforces nearest-neighbor scaling, which preserves the crisp, blocky look of pixel art instead of applying bilinear or bicubic smoothing.
**Key CSS values:**
- `pixelated` -- preserves crisp edges for pixel art.
- `crisp-edges` -- alternative supported on some browsers.
### When to Use It
- Retro-style games with pixel art assets.
- Any game where you want a deliberately blocky, pixelated visual style.
- When scaling small sprite images to larger display sizes.
### Technique 1: Scaling `<img>` Elements with CSS
```html
<img
src="character.png"
alt="pixel art character, upscaled with CSS, appearing crisp" />
```
```css
img {
width: 48px;
height: 136px;
image-rendering: pixelated;
}
```
### Technique 2: Crisp Pixel Art in Canvas
Set the canvas `width`/`height` attributes to the original pixel art resolution, then use CSS `width`/`height` for scaling (e.g., 4x scale: 128 pixels to 512px CSS width).
```html
<canvas id="game" width="128" height="128">A cat</canvas>
```
```css
canvas {
width: 512px;
height: 512px;
image-rendering: pixelated;
}
```
```javascript
const ctx = document.getElementById("game").getContext("2d");
const image = new Image();
image.onload = () => {
ctx.drawImage(image, 0, 0);
};
image.src = "cat.png";
```
### Technique 3: Arbitrary Canvas Scaling with Correction
For non-integer scale factors, image pixels must align to canvas pixels at integer multiples:
```javascript
const ctx = document.getElementById("game").getContext("2d");
ctx.scale(0.8, 0.8);
const image = new Image();
image.onload = () => {
// Correct formula: dWidth = sWidth / xScale * n (where n is an integer)
ctx.drawImage(image, 0, 0, 128, 128, 0, 0, 128 / 0.8, 128 / 0.8);
};
image.src = "cat.png";
```
When using `drawImage(image, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight)`:
- `dWidth` must equal `sWidth / xScale * n`
- `dHeight` must equal `sHeight / yScale * m`
- Where `n` and `m` are positive integers (1, 2, 3, etc.)
### Known Limitations
**devicePixelRatio misalignment:** When `devicePixelRatio` is not an integer (e.g., at 110% browser zoom), pixels may render unevenly because CSS pixels cannot perfectly map to device pixels. This creates a non-uniform appearance without an easy solution.
### Best Practices
1. Use integer scale factors (2x, 3x, 4x) whenever possible.
2. Preserve the aspect ratio -- scale width and height equally.
3. Test across different browser zoom levels.
4. Avoid fractional canvas scale factors or drawImage dimensions.
5. Include descriptive `aria-label` attributes on canvas elements for accessibility.

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# Game Development Terminology
A comprehensive glossary of video game development terms and concepts, organized by category for quick reference.
Source: https://www.gameindustrycareerguide.com/video-game-development-terms-glossary/
---
## General Development Terms
### AAA (Triple-A)
A classification for games produced by large studios with significant budgets, large teams, and high production values. Examples include franchises like Call of Duty, Assassin's Creed, and The Last of Us.
### Indie
Short for "independent." Refers to games developed by small teams or individuals without the financial backing of a major publisher. Indie games often emphasize creativity and innovation over production scale.
### Alpha
An early phase of game development where the core features are implemented but the game is incomplete, unpolished, and likely contains significant bugs. Alpha builds are used for internal testing and feature validation.
### Beta
A later development phase where the game is feature-complete but still undergoing testing and bug fixing. Beta versions may be released to a limited audience for external testing (closed beta) or to the public (open beta).
### Gold / Gone Gold
The final version of a game that has been approved for manufacturing and distribution. "Going gold" means the game is complete and ready for release.
### Build
A compiled, runnable version of the game at a specific point in development. Teams produce regular builds for testing and milestone reviews.
### Milestone
A scheduled checkpoint in the development timeline where specific deliverables must be completed. Milestones are used to track progress and are often tied to publisher funding.
### Crunch
An extended period of overtime work, often occurring near the end of a project's development cycle to meet deadlines. Crunch is a well-known and often criticized aspect of the game industry.
### Post-Mortem
A retrospective analysis conducted after a project is completed, examining what went well, what went wrong, and lessons learned for future projects.
### Vertical Slice
A polished, playable section of the game that demonstrates the final quality target across all disciplines (art, design, programming, audio). Used to validate the game's vision and secure funding.
---
## Game Design Terms
### Game Design Document (GDD)
A comprehensive written document that describes the game's concept, mechanics, story, art direction, technical requirements, and all other aspects of the design. Serves as the blueprint for the entire team.
### Game Mechanic
A rule or system that defines how the game operates and how players interact with it. Examples include jumping, shooting, inventory management, crafting, and combat systems.
### Gameplay Loop (Core Loop)
The fundamental cycle of actions that a player repeats throughout the game. A well-designed core loop is engaging and rewarding. For example: explore, fight enemies, collect loot, upgrade character, repeat.
### Level Design
The process of creating the environments, challenges, and spatial layouts that players navigate. Level designers place geometry, enemies, items, triggers, and scripted events.
### Progression System
The systems that track and reward player advancement. Includes experience points, skill trees, unlockable abilities, gear upgrades, and story progression.
### Balancing
The process of adjusting game parameters (damage values, health pools, resource costs, difficulty curves) to ensure fair, challenging, and enjoyable gameplay.
### Difficulty Curve
The rate at which a game becomes more challenging as the player progresses. A well-tuned difficulty curve gradually introduces complexity while matching the player's growing skill.
### NPC (Non-Player Character)
Any character in the game that is not controlled by a human player. NPCs may be allies, enemies, quest givers, merchants, or ambient background characters.
### HUD (Heads-Up Display)
The on-screen overlay that presents game information to the player, such as health bars, minimaps, ammunition counts, score, and objective markers.
### UI (User Interface)
All visual elements the player interacts with, including menus, inventory screens, settings panels, dialog boxes, and the HUD.
### UX (User Experience)
The overall quality of the player's interaction with the game, encompassing usability, accessibility, intuitiveness, and satisfaction. UX design focuses on making the game easy to learn and enjoyable to play.
### Spawn / Spawning
The act of creating or placing a game entity (player character, enemy, item) into the game world at a specific location and time.
### Respawn
The process of a player character or entity reappearing in the game world after being defeated or destroyed.
### Hitbox
An invisible geometric shape attached to a game entity used for collision detection, particularly for determining whether attacks or projectiles connect with a target.
### Cooldown
A timer-based restriction that prevents a player from using an ability, item, or action again until a specified period has elapsed.
### Buff / Debuff
Temporary modifications to a character's stats or abilities. A buff enhances capabilities (increased speed, damage, defense) while a debuff reduces them (slowed movement, reduced accuracy).
### Aggro
Short for "aggravation." Refers to an enemy's hostility level toward the player. "Drawing aggro" means attracting an enemy's attention and attacks.
### AoE (Area of Effect)
An attack, spell, or ability that affects all entities within a defined area rather than a single target.
### DPS (Damage Per Second)
A metric measuring the average amount of damage a character, weapon, or ability inflicts per second. Used for balancing and comparing combat effectiveness.
### RNG (Random Number Generation)
The use of randomized outcomes in game mechanics, such as loot drops, critical hit chances, or procedural generation. "RNG" is also used colloquially to refer to luck-based outcomes.
### Proc (Programmed Random Occurrence)
An event triggered by a random chance during gameplay, such as a special effect activating on a weapon hit based on a probability percentage.
### Meta / Metagame
The strategies, character builds, or tactics that emerge as the most effective within a game's competitive community. The meta evolves as players discover optimal approaches.
### Nerf
A game balance change that reduces the power or effectiveness of a character, weapon, ability, or strategy. The opposite of a buff.
### Sandbox
A game design approach that gives players freedom to explore and interact with the game world without a strict linear progression. Emphasizes player-driven experiences.
### Procedural Generation
The algorithmic creation of game content (levels, terrain, items, quests) at runtime rather than by hand. Enables vast, varied game worlds with less manual content creation.
### Permadeath
A game mechanic where a character's death is permanent, with no option to reload or respawn. The player must start over, often with a new character.
### Roguelike / Roguelite
Game genres characterized by procedurally generated levels, permadeath, and turn-based or real-time combat. Roguelites are a lighter variant that may allow some persistent progression between runs.
---
## Programming and Technical Terms
### Game Engine
The core software framework that provides the foundational systems for building a game, including rendering, physics, audio, input, scripting, and asset management. Examples: Unity, Unreal Engine, Godot, custom engines.
### Rendering / Renderer
The process and system responsible for drawing the game's visuals to the screen. Includes 2D sprite rendering, 3D polygon rendering, lighting, shadows, and post-processing effects.
### Frame Rate (FPS -- Frames Per Second)
The number of individual images (frames) rendered and displayed per second. Higher frame rates produce smoother animation. Common targets: 30 FPS, 60 FPS, 120 FPS.
### Tick Rate
The frequency at which the game server or simulation updates game state, measured in hertz (Hz). A 64-tick server updates 64 times per second.
### Delta Time
The elapsed time between the current frame and the previous frame. Used to ensure game logic runs consistently regardless of frame rate variations.
### Physics Engine
A system that simulates physical behaviors such as gravity, collisions, rigid body dynamics, soft body deformation, and ragdoll effects. Examples: Box2D, Bullet, PhysX, Havok.
### Collision Detection
The process of determining when two or more game objects intersect or come into contact. Methods include bounding box (AABB), sphere, capsule, and mesh-based collision.
### Raycasting
A technique that projects an invisible ray from a point in a specified direction to detect intersections with game objects. Used for line-of-sight checks, bullet trajectory, mouse picking, and visibility testing.
### Pathfinding
Algorithms that calculate navigation routes through the game world for AI-controlled characters. Common approaches include A* (A-star), Dijkstra's algorithm, and navigation meshes (NavMesh).
### State Machine (FSM -- Finite State Machine)
A programming pattern where an entity exists in one of a defined set of states, with rules governing transitions between states. Widely used for AI behavior, animation systems, and game flow management.
### Shader
A program that runs on the GPU to control how vertices and pixels are rendered. Vertex shaders transform geometry; fragment (pixel) shaders compute color and lighting per pixel.
### LOD (Level of Detail)
A technique that reduces the visual complexity of distant objects by swapping in lower-polygon models, simpler textures, or reduced effects. Improves rendering performance.
### Occlusion Culling
An optimization that avoids rendering objects hidden behind other objects. If an object is completely occluded from the camera's view, it is excluded from the rendering pipeline.
### Frustum Culling
An optimization that excludes objects outside the camera's visible cone (view frustum) from rendering calculations.
### Draw Call
A command sent to the GPU instructing it to render a set of geometry. Reducing draw calls through batching and instancing is a key optimization strategy.
### Sprite
A 2D image or animation used in games. Sprites represent characters, items, effects, and environmental elements in 2D games.
### Sprite Sheet / Sprite Atlas
A single image file containing multiple sprites arranged in a grid or packed layout. Reduces draw calls and texture swaps during rendering.
### Tilemap
A technique for building 2D game levels from a grid of reusable tiles. Each cell references a tile type from a tileset, enabling efficient level construction and rendering.
### API (Application Programming Interface)
A set of defined interfaces and protocols for building and interacting with software. In game development, APIs include graphics APIs (OpenGL, DirectX, Vulkan, Metal), audio APIs, and platform APIs.
### SDK (Software Development Kit)
A collection of tools, libraries, documentation, and code samples provided for developing applications for a specific platform or framework.
### Middleware
Third-party software libraries or tools integrated into a game engine or pipeline to provide specific functionality, such as physics (Havok), audio (FMOD, Wwise), or animation.
### Serialization
The process of converting game objects, state, or data structures into a format suitable for storage or transmission (JSON, binary, XML). Deserialization is the reverse process.
### Latency
The delay between an action being initiated and its result being observed. In networking, latency (ping) is the round-trip time for data to travel between client and server.
### Netcode
The networking code and architecture of a multiplayer game, including client-server communication, state synchronization, lag compensation, and prediction.
### Client-Server Architecture
A networking model where a central server maintains the authoritative game state and clients send inputs and receive state updates. Reduces cheating and ensures consistency.
### Peer-to-Peer (P2P)
A networking model where game clients communicate directly with each other without a central server. Simpler to set up but harder to secure against cheating.
### Lag Compensation
Techniques used in multiplayer games to mitigate the effects of network latency, such as client-side prediction, server reconciliation, and entity interpolation.
### Rubber Banding
A visual artifact in multiplayer games where a player or object appears to snap back to a previous position due to a mismatch between client prediction and server correction.
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## Art and Visual Terms
### Asset
Any piece of content used in the game, including 3D models, textures, sprites, sounds, music, animations, scripts, and level data.
### Texture
A 2D image applied to the surface of a 3D model or used directly in 2D rendering. Textures provide color, detail, and material appearance.
### Normal Map
A texture that stores surface orientation data per pixel, allowing flat surfaces to appear to have depth, bumps, and fine detail without additional geometry.
### Mesh
The 3D geometric structure of a model, defined by vertices, edges, and faces (polygons). Meshes form the shape of characters, objects, and environments.
### Polygon / Poly
A flat geometric shape (typically a triangle) that forms the building block of 3D meshes. "Poly count" refers to the total number of polygons in a model or scene.
### Rigging
The process of creating a skeletal structure (armature) inside a 3D model so it can be animated. Bones are placed and weighted to influence mesh deformation.
### Skinning
The process of binding a 3D mesh to its skeleton so that the mesh deforms naturally when the skeleton is animated. Each vertex is weighted to one or more bones.
### Keyframe Animation
An animation technique where poses are defined at specific points in time (keyframes) and the system interpolates the movement between them.
### Skeletal Animation
Animation driven by a hierarchical bone structure. Moving parent bones propagates transformations to child bones, enabling realistic character movement.
### Particle System
A system that generates and manages large numbers of small visual elements (particles) to simulate effects like fire, smoke, rain, sparks, explosions, and magic.
### Parallax Scrolling
A 2D visual technique where background layers move at different speeds relative to the foreground, creating an illusion of depth.
### Voxel
A volumetric pixel -- a value on a 3D grid analogous to a pixel on a 2D grid. Used in games like Minecraft for block-based world construction and in medical/scientific visualization.
### Anti-Aliasing
A rendering technique that smooths jagged edges (aliasing) along the borders of polygons and high-contrast boundaries. Methods include MSAA, FXAA, and TAA.
### Post-Processing
Visual effects applied to the rendered frame after the main scene rendering is complete. Examples include bloom, motion blur, depth of field, color grading, and ambient occlusion.
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## Audio Terms
### SFX (Sound Effects)
Short audio clips triggered by in-game events such as footsteps, weapon fire, item pickups, UI interactions, and environmental sounds.
### BGM (Background Music)
The musical soundtrack that plays during gameplay, cutscenes, or menus. BGM sets the mood and enhances the emotional tone of the game.
### Adaptive Audio / Dynamic Music
Music and sound that changes in response to gameplay events, player actions, or game state. For example, combat music intensifying as more enemies appear.
### FMOD / Wwise
Industry-standard audio middleware tools used for implementing complex sound design, mixing, and adaptive audio in games.
### Spatial Audio / 3D Audio
Audio processing that simulates the position and movement of sound sources in 3D space, providing directional cues to the player.
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## Platform and Distribution Terms
### Platform
The hardware or software environment on which a game runs: PC, PlayStation, Xbox, Nintendo Switch, mobile (iOS/Android), web browser, VR headsets.
### Cross-Platform
The ability for a game to run on multiple platforms, and often for players on different platforms to play together (cross-play).
### Port / Porting
The process of adapting a game developed for one platform to run on a different platform. May require significant technical rework for different hardware capabilities.
### DLC (Downloadable Content)
Additional game content released after the initial launch, available for download. May include new levels, characters, story chapters, items, or cosmetics.
### Microtransaction
A small in-game purchase, often for cosmetic items, virtual currency, or gameplay advantages. A common monetization model in free-to-play games.
### Free-to-Play (F2P)
A business model where the base game is free to download and play, with revenue generated through optional in-game purchases.
### Games as a Service (GaaS)
A model where a game is continuously updated with new content, events, and features over time, often supported by recurring revenue from subscriptions or microtransactions.
### Early Access
A release model where players can purchase and play a game while it is still in active development, providing feedback and funding to the developers.
### Day One Patch
A game update released on or before the official launch day to fix bugs, improve performance, or add content that was not ready when the physical copies were manufactured.
### QA (Quality Assurance)
The systematic testing of a game to identify bugs, glitches, performance issues, and design problems. QA testers play the game repeatedly under various conditions to ensure quality.
### Bug
An error, flaw, or unintended behavior in the game's code, design, or content. Bugs range from minor visual glitches to game-breaking crashes.
### Exploit
An unintended use of a game mechanic or bug that gives a player an unfair advantage. Exploits are typically patched once discovered.
### Patch
A software update released to fix bugs, address exploits, improve performance, adjust balance, or add new content to a previously released game.
### Hotfix
A small, targeted patch released urgently to fix a critical bug or issue, often deployed without the full testing cycle of a regular patch.
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## Game Genre Terms
### FPS (First-Person Shooter)
A game genre where the player experiences the game from a first-person perspective and primarily engages in ranged combat.
### TPS (Third-Person Shooter)
A shooter game where the camera is positioned behind or over the shoulder of the player character.
### RPG (Role-Playing Game)
A genre where players assume the role of a character, make decisions, and develop their attributes and abilities over time through narrative and combat.
### MMORPG (Massively Multiplayer Online RPG)
An RPG with large numbers of players simultaneously inhabiting a persistent online world.
### RTS (Real-Time Strategy)
A strategy game where players manage resources, build structures, and command units in real time rather than taking turns.
### MOBA (Multiplayer Online Battle Arena)
A team-based competitive genre where players control individual characters with unique abilities, working together to destroy the opposing team's base.
### Battle Royale
A genre where a large number of players compete to be the last one standing in a shrinking play area.
### Metroidvania
A sub-genre of action-adventure games characterized by interconnected maps, ability-gated exploration, and backtracking to previously inaccessible areas with newly acquired abilities.
### Soulslike
Games inspired by the Dark Souls series, characterized by challenging combat, stamina-based mechanics, minimal hand-holding, and a strong emphasis on learning from failure.

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