HTML 5 game engines
Disney bought in March 2011 the Finnish company Rocket Pack for producing such multi-platform games, proof that it sees a great future in HTML 5.
These frameworks are compatible with mobile phones and are supported by Android, IOS, WebOS, Windows Phone 7, and others...
Professional game engines
Professional engine are not free but offer superior services including the management of collaborative work. There are of course independent services for other solutions.
The best known, and truly portable is based on NET or Mono. Its disadvantages are that it only works in 32 bits, which effectively limits the available memory at 2.7 gigabytes. This is enough for the production version, but during the development phase the limit can be exceeded. Despite the professional license, many services are offered as paid extensions. Unity seems more designed for small publishers. The advantage over UE 4 is that the store of items to include in a game has much more contents.
Unreal Engine 4
Unity competitor, it does not have the same limitations, without having a higher cost. In fact, since version 4, the license has become much cheaper passing the part of the engine from 50% to 5% of revenues! The programming language is not the same, we must return to C++ that is less secure than C#, but with the help of Blueprint, a visual scripting language to manage objects and characters we can even avoid to use C++. Unreal Editor generates code directly for different systems like Windows or iOS.
Personal engines and frameworks
You can download it on Github and produce games in 2D or 3D. The Polycraft demonstration shows perfect fluidity and handling of all aspects of the physical world as the properties of the body and their interactions. It includes natively support for WebSockets and supports mouse, keyboard and multi-touch. It is a high-level library and the MIT license granted full freedom of use. A must for ambitious programmers!
Démo Quake sur le moteur Turbulenz.
Made open source in 2013, game development framework is according to the publisher as fast as native applications on Android and iOS. It manages the important problem of collisions and moves. Using Node.js is one of the source of its speed because it allows a part of the code native. The other one is the use of OpenGL for Canvas.
- GameClosure. Dual licensing allows to release proprietary games if desired. Proprietary games must be released on a app store.
- CodeInComplete. Source code for a racing game with a demo and tutorial for thins kind of games.
Framework for building virtual worlds running a browser with WebGL and WebSocket. Then you can interact with others and discuss in a chat box.
- Siritaka. Currently requires Firefox 4. Enter a login to move in a virtual world, somewhat simplistic.
- Doom character demo. It is actually difficult to make because the light must move depending the position of the character.
The graphics of the demonstration are nice but simplistic as is the animation, however the speed of interaction ensures sufficient fluidity.
Mozilla also has its version of a game engine, based on WebGL. It uses WebAPI, another library Mozilla for Web applications as well other technologies as JoystickAPI. It seems also include the ammo.js code.
A Game engine, Gladius, is a part of this framework.
From Japan, another framework to build a game with a permissive MIT license. Open source since 2011, it has more online games than DevKit. It is compatible with WebGL for 3D games.
Also works on desktop browser including Windows 8 or mobiles.
Library to program animations, working with ou without Canvas.
It allows making games in Android too, but the demos on the site are not very exciting, maybe we can do better with the framework.
- Quintus. Simple 2D game engine.
- Game programming patterns. Online book on development of games.
- Marketplace. The Mozilla distribution platform allows to automatically install a game on Firefox.
- Games Clones. List of open source games.