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User-Made => Articles => Topic started by: N E O on January 09, 2014, 06:21:10 pm

Title: Code inComplete: 10 Essential Foundations of JS Game Dev
Post by: N E O on January 09, 2014, 06:21:10 pm
A recent series, it's mostly focused on making JS games for the web but most of the principles can likely be ported over to Sphere usage. I came across it from the recently updated Gorenfeld pseudo-3D rendering article (http://www.extentofthejam.com/pseudo/) and Jake Gordon (aka Code inComplete) created a basic (http://codeincomplete.com/posts/2012/6/22/javascript_racer/) JavaScript (http://codeincomplete.com/posts/2012/6/23/javascript_racer_v1_straight/) racing (http://codeincomplete.com/posts/2012/6/24/javascript_racer_v2_curves/) game (http://codeincomplete.com/posts/2012/6/26/javascript_racer_v3_hills/) on the web (http://codeincomplete.com/posts/2012/6/30/javascript_racer_v4_final/) using it (https://github.com/jakesgordon/javascript-racer/).



Some secondary links from the articles:



Now, Jake's the first to say that his recommendations shouldn't be taken as bible or even as best practice (he himself points out in the JS Racer series that his JS isn't even close to ideal or the most optimized), but at least it's a good jumping-off point for getting the systems needed ready to go once the basic game design is worked out.

I personally wouldn't mind seeing that JS racer forked and modified enough to work in Sphere ;)