Best way to implement HTML5 isometric game? - html

What would you say, using canvas or webGL?
I have read somewhere that canvas isn't very performant, because currently it's based on the DOM, or something like that. On the other side webGL isn't well supported yet. And it's also more difficult to learn I guess.
The game is "2.5"D - it doesn't need 3D. But wegGL could make sense for good effects and because it's processed in the graphics card. The fact that it is not well supported across browsers is something I could live with, if I see it really offers advantages (performance, effects, etc.) which I couldn't get using canvas.
I don't mind about steeper learning curve. What is important is that the game is well scalable, performs well at the end, and that most features are potentially possible.
Hope to get some good opinions, thanks in advance!

2D Canvas will do you well here.
The math will be far easier than using WebGL and 2D Canvas is now hardware accelerated on every major desktop browser and enjoys wider support on mobile devices than WebGL.
Canvas is not slow because its a DOM element, ideally the only time you touch the DOM is when you get the context. Touching the DOM, for the record, is always slow but you only have to do it that one time.
There are a few tutorials about isometric canvas games as well as some good questions here on StackOverflow asked by Neurofluxation, but he deleted most of the relevant code from his questions for some reason, which is a bit of a shame.

Related

Fast and responsive interactive charts/graphs: SVG, Canvas, other?

I am trying to choose the right technology to use for updating a project that basically renders thousands of points in a zoomable, pannable graph. The current implementation, using Protovis, is underperformant. Check it out here:
http://www.planethunters.org/classify
There are about 2000 points when fully zoomed out. Try using the handles on the bottom to zoom in a bit, and drag it to pan around. You will see that it is quite choppy and your CPU usage probably goes up to 100% on one core unless you have a really fast computer. Each change to the focus area calls a redraw to protovis which is pretty darn slow and is worse with more points drawn.
I would like to make some updates to the interface as well as change the underlying visualization technology to be more responsive with animation and interaction. From the following article, it seems like the choice is between another SVG-based library, or a canvas-based one:
http://www.sitepoint.com/how-to-choose-between-canvas-and-svg/
d3.js, which grew out of Protovis, is SVG-based and is supposed to be better at rendering animations. However, I'm dubious as to how much better and what its performance ceiling is. For that reason, I'm also considering a more complete overhaul using a canvas-based library like KineticJS. However, before I get too far into using one approach or another, I'd like to hear from someone who has done a similar web application with this much data and get their opinion.
The most important thing is performance, with a secondary focus on ease of adding other interaction features and programming the animation. There will probably be no more than 2000 points at once, with those small error bars on each one. Zooming in, out, and panning around need to be smooth. If the most recent SVG libraries are decent at this, then perhaps the ease of using d3 will outweigh the increased setup for KineticJS, etc. But if there is a huge performance advantage to using a canvas, especially for people with slower computers, then I would definitely prefer to go that way.
Example of app made by the NYTimes that uses SVG, but still animates acceptably smoothly:
http://www.nytimes.com/interactive/2012/05/17/business/dealbook/how-the-facebook-offering-compares.html . If I can get that performance and not have to write my own canvas drawing code, I would probably go for SVG.
I noticed that some users have used a hybrid of d3.js manipulation combined with canvas rendering. However, I can't find much documentation about this online or get in contact with the OP of that post. If anyone has any experience doing this kind of DOM-to-Canvas (demo, code) implementation, I would like to hear from you as well. It seems to be a good hybrid of being able to manipulate data and having custom control over how to render it (and therefore performance), but I'm wondering if having to load everything into the DOM is still going to slow things down.
I know that there are some existing questions that are similar to this one, but none of them exactly ask the same thing. Thanks for your help.
Follow-up: the implementation I ended up using is at https://github.com/zooniverse/LightCurves
Fortunately, drawing 2000 circles is a pretty easy example to test. So here are four possible implementations, two each of Canvas and SVG:
Canvas geometric zooming
Canvas semantic zooming
SVG geometric zooming
SVG semantic zooming
These examples use D3's zoom behavior to implement zooming and panning. Aside from whether the circles are rendered in Canvas or SVG, the other major distinction is whether you use geometric or semantic zooming.
Geometric zooming means you apply a single transform to the entire viewport: when you zoom in, circles become bigger. Semantic zooming in contrast means you apply transforms to each circle individually: when you zoom in, the circles remain the same size but they spread out. Planethunters.org currently uses semantic zooming, but it might be useful to consider other cases.
Geometric zooming simplifies the implementation: you apply a translate and scale once, and then all the circles are re-rendered. The SVG implementation is particularly simple, updating a single "transform" attribute. The performance of both geometric zooming examples feels more than adequate. For semantic zooming, you'll notice that D3 is significantly faster than Protovis. This is because it's doing a lot less work for each zoom event. (The Protovis version has to recalculate all attributes on all elements.) The Canvas-based semantic zooming is a bit more zippy than SVG, but SVG semantic zooming still feels responsive.
Yet there is no magic bullet for performance, and these four possible approaches don't begin to cover the full space of possibilities. For example, you could combine geometric and semantic zooming, using the geometric approach for panning (updating the "transform" attribute) and only redrawing individual circles while zooming. You could probably even combine one or more of these techniques with CSS3 transforms to add some hardware acceleration (as in the hierarchical edge bundling example), although that can be tricky to implement and may introduce visual artifacts.
Still, my personal preference is to keep as much in SVG as possible, and use Canvas only for the "inner loop" when rendering is the bottleneck. SVG has so many conveniences for development—such as CSS, data-joins and the element inspector—that it is often premature optimization to start with Canvas. Combining Canvas with SVG, as in the Facebook IPO visualization you linked, is a flexible way to retain most of these conveniences while still eking out the best performance. I also used this technique in Cubism.js, where the special case of time-series visualization lends itself well to bitmap caching.
As these examples show, you can use D3 with Canvas, even though parts of D3 are SVG-specific. See also this force-directed graph and this collision detection example.
I think that in your case the decision between canvas and svg is not like a decision between »riding a Horse« or driving a »Porsche«. For me it is more like the decision about the cars color.
Let me explain:
Assuming that, based on the framework the operations
draw a star,
add a star and
remove a star
take linear time. So, if your decision of the framework was good it is a bit faster, otherwise a bit slower.
If you go on assuming that the framework is just fast, than it becomes totally obvious that the lack of performance is caused be the high amount of stars and handling them is something none of the frameworks can do for you, at least I do not know about this.
What I want to say is that the base of the problem leads to a basic problem of computational geometry, namely: range searching and another one of computer graphics: level of detail.
To solve your performance problem you need to implement a good preprocessor which is able to find very fast which stars to display and is perhaps able to cluster stars which are close together, depending on the zoom. The only thing that keeps your view vivid and fast is keeping the number of stars to draw as low possible.
As you stated, that the most important thing is performance, than I would tend to use canvas, because it works without DOM operations. It also offers the opportunity to use webGL, what increases graphic performance a lot.
BTW: did you check paper.js? It uses canvas, but emulates vector graphics.
PS: In this Book you can find a very detailed discussion about graphics on the web, the technologies, pros and cons of canvas, SVG and DHTML.
I recently worked on a near-realtime dashboard (refresh every 5 seconds) and chose to use charts that render using canvas.
We tried Highcharts(SVG based JavaScript Charting library) and CanvasJS(Canvas based JavaScript Charting library). Although Highcharts is a fantastic charting API and offers way more features we decided to use CanvasJS.
We needed to display at least 15 minutes of data per chart (with option to pick range of max two hours).
So for 15 minutes: 900 points(data point per second) x2(line and bar combination chart) x4 charts = 7200 points total.
Using chrome profiler, with CanvasJS the memory never went above 30MB while with Highcharts memory usage exceeded 600MB.
Also with refresh time of 5 seconds CanvasJS rendering was allot more responsive then Highcharts.
We used one timer (setInterval 5 seconds) to make 4 REST API calls to pull the data from back end server which connected to Elasticsearch. Each chart updated as data is received by JQuery.post().
That said for offline reports I would go with Highcharts since its more flexible API.
There's also Zing charts which claims to use either SVG or Canvas but haven't looked at them.
Canvas should be considered when performance is really critical. SVG for flexibility. Not that canvas frameworks aren't flexible, but it takes allot more work for canvas framework to get the same functionality as an svg framework.
Might also look into Meteor Charts, which is built on top of the uber fast KineticJS framework: http://meteorcharts.com/
I also found when we print to PDF a page with SVG graphics, the resulting PDF still contains a vector-based image, while if you print a page with Canvas graphics, the image in the resulting PDF file is rasterized.

Paper.js VS EaselJS VS Fabric.js vs KineticJS

paper.js
EaselJS
fabric.js
KineticJS
Hello guys I am new in html5 canvas development and I am lost in choosing canvas frameworks. There are so many of them that I can't find out what to use. So here I am! I want your help to choose which one is better for my needs. There are my needs
1) I want the framework used Vector graphics, I know canvas is not DOM, I realy don't care about it but what I mean is I want to manipulate with objects after its creation, PaperJS has this feature I don't know about others. If advanced mouse events will be available it would be better.
2) I want to use the framework for images, I will load image and animate them with canvas, move, animate some colors...
3) I want the framework to be fast because of my needs (image animation should be smooth)
4) I want the framework to have good community because I know I will need some help.
So what do you think which one is better for me? and please if you can write down from my list which are the strength and weakness for each framework?
HTML5 canvas is still very fresh environment. You can get impression there is a lot of tools already available, they are often quite immature though.
My answer will cover only part of your question because I used only KineticJS and EaselJS.
You can start from reading opinions at this page (mine is the last one at the bottom).
Speaking shortly KineticJS has lower entry barrier. It's simple drawing library and has some support for mouse events too. At the time I was trying to use it it was barely extendable. I found it really hard to customize for my needs.
EaselJS is a bit harder to start with, but it's more advanced too. Now it's part of other libs set known all together as CreateJS. It seems that lot of development going around there.
Both Kinetic and Easel supports mouse event. I don't remember
well the Kinetic, sensing 'onMouseOver' is costy with Easel though.
Also both mentioned libs allows objects manipulation. You can find
here TweenJS also useful as addition.
Again both Kinetic and Easel allows this. Easel also has support for
sprites - 'animated images' well known for web game developers.
I'm not sure about Kinetic as I haven't reached animation part of my
project before I dropped it (the lib, not the project). With Easel
speed is tricky. It has some optimization methods implemented like
for example objects cache or snapToPixel flag. Examples seems to run
really well. However for my project using Easel smoothness still is
an issue despite quite a lot of effort put in optimization. Maybe I
misused the API or there is still place for more optimalization I
haven't noticed.
Both libs are quite young but seems to be actively developed.
Authors are rather responsive. Community still isn't big, but I
guess CreateJS as more complete set of tools for creating games will
grow faster.
If you want to check here is the project I mentioned. It's a web page made with usage of EaselJS + TweenJS. Still needs some minor tweaking though.

For a Time Machine-like effect, which of CSS3 Animations, SVG or Canvas will perform best?

For our website, we are developing a "component" that would display images in a similar fashion to Time Machine on Mac OS X. So it will be many images on top of each other, positioned slightly differently and with a smooth animation as you scroll forward and backward.
We have a spike implementation with CSS3 animations but it's not very smooth in Firefox and IE9 is not supported at all (though we may live with it if the other options are even worse).
We are considering implementation in SVG or Canvas but don't have much experience with it so I thought we'd ask first. So:
Requirements:
It must be fast. The animation must be smooth and that is a hard requirement.
It should be supported in as many browsers as possible.
Required browsers are Chrome 20+, Firefox 14+ and IE10+.
We would very much like to have support for IE9 too but can live without it if absolutely necessary.
Opera is nice to have but not necessary.
Options and our current experience / opinion on them:
CSS3 - seems like the "appropriate" technology for the task but unfortunately the implementation doesn't work so well. Maybe we have inefficiencies in our prototype code but the support seems quite different between different browsers at the moment.
SVG - at least it's vector graphics / DOM elements but we don't have any experience with it.
Canvas - we hope that it should perform well as it is used even for games but we can't quite imagine how would all the pixel redrawing work. Maybe we should use some libraries like processingjs?
Flash or other plugins - I happen to know Flash quite well and I know that the Time Machine-like effect would be quite an easy task there but we'd rather stay away from plugins at the moment.
Thanks for advice.
If the size of the component does not have to be very large, but can be limited to say around 800x600 pixels, then it sounds like Canvas should be up to the job.
If you only draw (scaled) bitmaps to the Canvas then performance is very good in my experience, even on iPad2. Performance only really starts to suffer at higher resolutions (1920x1080 and above), so if you use it for a fullscreen feature you need to watch out! Also, fancy features such as drop shadow etc. can slow down performance considerably as well.
Canvas has very few quirks between browsers, so it will almost certainly be less painful than using CSS3 or SVG in terms of getting it to work as expected across a wide range of browsers.
I would recommend whipping together a quick and dirty prototype with Canvas to see if it will meet your first requirement regarding performance.
If you decide to go with Canvas, I would definitely recommend using a library. Since you know Flash quite well you might want to take a look at EaselJS. It has a display list inspired by Flash, and the performance cost of using it is negligible in most cases. You also get basic events for interactivity. Also, if you go with EaselJS, it would be quite simple to port the code to Flash later if you decide to.
Are you looking for something like this? It uses SMIL animation so you'd have to integrate something like fakesmile to get IE support.

HTML5 Canvas and Game Programming

I hope this isn't too open ended.
I'm wondering if there is a better (more battery-friendly) way of doing this --
I have a small HTML 5 game, drawn in a canvas (let's say 500x500). I have some objects whose positions I update every 50ms or so. My current implementation re-draws the entire canvas every 50ms. I can't imagine that being very good for battery life on mobile platforms.
Is there a better way to do this? This must be a common pattern with games.
EDIT:
as requested, here are some more updates:
Right now, the objects are geometric primitives drawn via arcs and lines. I'm not opposed to making these small png/jpg/gif files instead of that'd help out. These are small graphics -- just 15x15 or so.
As the game progresses, more and more of the screen changes at a time. However, at the start, the screen changes relatively slowly (the objects randomly moved a few pixels every 50ms).
Nearly every game with continuous animation like this redraws everything every frame; clever updating algorithms are only applicable when a small part of the screen is changing and there is a nice rule to figure out what is overlapping that part.
Here is some general optimization advice:
Make sure that as much as possible of your graphics are handled by the GPU and not the CPU. (This may be impossible if the user's browser does not use the GPU for 2D canvas rendering, but you can expect upgrades may change that as HTML5 gaming gains popularity.)
This means that you should avoid elaborate clever algorithms in favor of doing as little work as possible in JS code — except that avoiding performing a lot of drawing when it is easy to determine that it will be invisible (e.g. outside the bounds of the screen) is generally worthwhile.
If your target platforms support it (generally not the case for current mobile devices), try using WebGL instead of 2D Canvas. You will have to do more detail work, but WebGL allows you to use operations which are much more likely to be provided efficiently by the GPU hardware.
If your game becomes idle — that is, nothing is actually animating at the moment — stop redrawing. Stop your update loop until the user interacts with the game or a timeout occurs.
It may be helpful for you to add to your question details of what types of graphics you are drawing (e.g. are you using sprites, or geometric primitives? Are you drawing images rotated/scaled? Does most of the screen change or just a few small objects? Are you blending many layers?) and perhaps even a screenshot or two; then we can suggest what sort of optimizations are suitable for your particular game.
Don't draw a background, make it an image and set the CSS background-image of the canvas.
Using requestAnimationFrame should help with battery life.
http://paulirish.com/2011/requestanimationframe-for-smart-animating/
Only do a redraw if something has actually changed. If you haven't already, introduce the concept of invalidations. (ie, the canvas is valid so nothing redraws until something moves. Anything moving within the window of the canvas causes the canvas to become invalid, thus needing a redraw)
If you want to be battery friendly you can use Crafty. This game engine is using modern CSS3 technology so it doesn't need to update a canvas all the time. Look at this example game here.
The way you don't want to redraw entire canvas every frame, it only can be the "Dirty-Check" or "Dirty Matrix" algorithms.
Dirty-check seems more efficient than entire redraw. but I think it depends on your render implementation.
it is not necessary to use it if you are using canvas2D to render. Nearly every game has complex sprites and animation. if you use dirty-check, when a part of sprite or background map need to update, you have to figure out what is overlapping this part. and then clearRect this small area of canvas, and then redraw every sprite or map. etc, what is overlapping.
It means your had to run canvas render api more times than normal render implementation because of the overlapping part. And Canvas2d render performance usually does't sounds efficient.
But if you use WebGL, that maybe quite difference. even though I am not family with WebGL, I do knew that maybe more efficient. Dirty-Check should be a good Choice to match your propose.

2D Game Design and Optimization tips and tricks

I can see how this might not be a good enough question but I have just embarked on a journey to build the first decent Game Engine for HTML5 canvas that is cross browser and most of all fast. The only problem is I am very new to game design and don't know many tricks of the trade that will help me.
The game I am currently implementing for which the engine will be taken out of is a tile based 2D platformer with MANY tiles (around 3500). I'll start with some tips that I've thus far learnt.
Redraw Regions - only redraw areas that change
Avoid unnecessary function calls (Firefox does not like too many of them)
Use the DOM if you can
Chunk tiles together for quicker access
Other things I am looking for are things like Terrain Generation, Lighting in 2D, Maps, quick server communication. If this is too vague, I will try and close it. Just want to know game design better.
Links/resources would be good. Especially for physics or important maths.
Only draw stuff that's visible, that means only draw the tiles etc. that are currently on the screen. For tiles that's fairly easy, if you got lots of entities you may either want to use a sliding window to keep a list of screen local objects or use such a thing like a quadtree.
Since there's no easy/fast way to copy one canvas to another, redrawing regions is really complicated, since you can't keep a buffered state of (for example) the background if it hasn't changed. So keeping a list of "dirty rectangles" will be a computational overhead for sure.
The whole topic is very broad, even handling the FPS rate can be quite difficult, this question contains some good links and answers on that topic:
https://gamedev.stackexchange.com/questions/1589/fixed-time-step-vs-variable-time-step
You've also mentioned server communication, if you want to do some multiplayer you'll have to care about even more stuff, you can't trust the client, need to worry about bandwidth, synchronization issues, interpolation on the client etc.
I've done some rather simple 2D games in the past, most of them are not in JavaScript but they should give you some hints:
http://github.com/BonsaiDen/Norum
(Platformer engine demo in C, camera zones, moving platforms)
http://github.com/BonsaiDen/Tuff
(2D Platformer in Java, got never finished, powerups and some cool stuff)
http://github.com/BonsaiDen/NodeGame-Shooter
(2D multiplayer space shooter written in JS, using Node.js for the server and WebSockets for communication)
For some final words I'd say that you should start small, like for example just do a scrolling tile map first, then add a player, then rewrite the whole thing. You want write the perfect engine just from scratch it will take many iterations until you find out all the quirks and tricks.
If you want more precise answers you should open questions on the single components you run into troubles with.