Command & Conquer coded in HTML5
January 24, 2012 – 9:57 pm | No Comment

Remember the classic RTS known as Command & Conquer? Well, an enterprising coder, Aditya Ravi Shankar, actually recreated the strategy game using nothing but HTML5, where it runs on 69k of Javascript. Why did he set out on such an adventure? For starters, Shankar’s attempt was a self-mandated undertaking in order to improve his coding skills, where he gave himself a one month window to rebuild the game in the browser, and had to comb through the original game’s files in order to obtain all the right sprites, sounds and specs. According to Shankar, “In hindsight, I might have wanted to take smaller steps and make a tower defense game instead of jumping directly into an RTS. Trying to do the whole thing in under a month all by myself wasn’t the smartest idea.” As part of Shankar’s recreation of Command & Conquer, it included buildings, terrain, combat, tiberium harvesting and regrowth, in addition to the ability to sell and repair buildings. You want fog of war? It has that, too, in addition to a pannable map, different cursors, …

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OpenGL 4.0 catches up with DirectX11

Submitted by admin on March 11, 2010 – 10:47 amNo Comment

dcb99b4829l logo.jpg OpenGL 4.0 catches up with DirectX11

With OpenGL 4.0, non-Windows platforms will finally have access to all the features of DirectX 11 (DX11) hardware. Tessellation is now available (it’s the star feature of DX11) for game programmers, but there’s also an integration of general purpose computing that is better than in DirectX 11.

General purpose computing lets developer use the massive computing capabilities of GPUs for tasks that are not graphic (physics is a good example). DX11 has Direct Compute, which is an API for performing such non-graphic tasks, but Direct compute is really aimed at game developers. OpenCL, the computing equivalent of OpenGL, has a less specific approach and is seen as being more flexible by many. Finally, today’s advances in OpenGL 4.0 will eventually find its way to OpenGL ES, the mobile version. More info at opengl.org

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