Aves Engine: High performance browser games
summary
An acquisition by Zinga interrupts the original plan but the Aves Engine prototypes survive as a set of concrete lessons: a browser SimCity-style MMO with infinite real-time worlds and chat proves feasible and scales to thousands of people; rendering 2,000 sprites pushes canvas too slow so pure DOM/div images plus browser partial-redraw wins; canvas serves only to build pixel map click-through hit tests; CSS transforms plus a 3D translate trick and an IE-compatible transform me plugin deliver GPU acceleration; Node.js back end, requestAnimationFrame timing and sprite-steps (pending implementation) complete the pipeline and work for prototypes.
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chapters (15)
- 0:00Start
- 5:16Jquery
- 10:24Feature List
- 13:33Partial Redrawing
- 14:32Delegation
- 17:22Exit Surfaces
- 20:07Matrix Filter
- 22:27Hardware Acceleration
- 23:21Accelerate the Open Web
- 26:00Server-Side Javascript
- 26:29Why Did We Choose Javascript
- 27:43Requestanimationframe
- 28:34Mega Bonus Time Css Animations
- 28:47Css Animations
- 29:18Sprite Animations
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