MDN/Projects/Content/Game Developer Zone: Difference between revisions

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== What content should it have? ==
== What content should it have? ==


Initial rough structural plan (nowhere near complete; will need a lot of additions and refining):
Initial rough structural plan (nowhere near complete; will need a lot of additions and refining.)


===Intro article===
Note the PRIORITY ratings on each article/section. This gives an indication of how urgent each one is to create. At the moment we have:
 
* PRIORITY 1: 7 articles
* PRIORITY 2: 9 articles/sections
* PRIORITY 3: 5 articles/sections
 
===Intro article (PRIORITY 1)===


* Little bit of history of web gaming
* Little bit of history of web gaming
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* How can traditional games developers adapt
* How can traditional games developers adapt


===Technology reference===
===Technology reference article (PRIORITY 1)===


Teaching and reference material on technology fundamentals in case people need to update their knowledge. This should be links to other parts of MDN, not new articles.
Teaching and reference material on technology fundamentals in case people need to update their knowledge. This should be links to other parts of MDN, not new articles.
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* XMLHttpRequest
* XMLHttpRequest


===Tools===
===Tools articles (PRIORITY 1)===


Fundamentals of tools that are useful for gaming, whether that is 3rd party libraries or whatever
Fundamentals of tools that are useful for gaming, whether that is 3rd party libraries or whatever
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* frameworks, tools?
* frameworks, tools?


===Gaming techniques articles===
===Gaming techniques articles (PRIORITY 2/3)===


Isolated coverage of fundamental gaming techniques, assumes knowledge of the underlying technologies. For that, see previous section. Each one of these could be multiple articles, and we should explain fundamentals of complex areas such as graphics layer, as well as showing how frameworks and libraries can make the work easier in each case.
Isolated coverage of fundamental gaming techniques, assumes knowledge of the underlying technologies. For that, see previous section. Each one of these could be multiple articles, and we should explain fundamentals of complex areas such as graphics layer, as well as showing how frameworks and libraries can make the work easier in each case.


* The anatomy of a video game (the main loop, etc.)
* The anatomy of a video game (the main loop, etc.) (PRIORITY 2)
* Collision detection
* Collision detection (PRIORITY 2)
* Physics
* Physics (PRIORITY 2)
* 2D
* 2D (PRIORITY 2)
* 3D environments and acceleration
* 3D environments and acceleration (PRIORITY 2)
* Data storage, offline installation, updates
* Data storage, offline installation, updates (PRIORITY 2)
* Video and audio (<video> and <audio>, gUM, WebRTC, etc. cover basic display, manipulation, looping...)
* Video and audio (<video> and <audio>, gUM, WebRTC, etc. cover basic display, manipulation, looping...) (PRIORITY 3)
* Multi-person games (WebRTC, sockets, etc.)
* Multi-person games (WebRTC, sockets, etc.) (PRIORITY 3)
* Graphics for web games - how to export, formats to use, optimization…
* Graphics for web games - how to export, formats to use, optimization… (PRIORITY 3)
* Performance optimization: Main thread vs Worker; ASM.js; WebGL; WebCL
* Performance optimization: Main thread vs Worker; ASM.js; WebGL; WebCL (PRIORITY 2)


===Workflows===
===Workflow articles===


Workflows for different audience members/outcomes. These should be very practical step by step sections that assume knowledge of the fundamentals in each case, referring back to the previous sections for those who need more fundamental information on any one step. Each should feature a case study or two that can show deconstruction of a real game, for those who like to learn by deconstructing and looking at inner workings.
Workflows for different audience members/outcomes. These should be very practical step by step sections that assume knowledge of the fundamentals in each case, referring back to the previous sections for those who need more fundamental information on any one step. Each should feature a case study or two that can show deconstruction of a real game, for those who like to learn by deconstructing and looking at inner workings.


===='''Simple step by step tutorial on how to create a game, baby steps for beginners.====
===='''Simple step by step tutorial on how to create a game, baby steps for beginners (PRIORITY 3)====


So if we use breakout as an example:
So if we use breakout as an example:
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After each step is implemented, offer a live sample so the reader can see what the new additions look like.
After each step is implemented, offer a live sample so the reader can see what the new additions look like.


====Designing your game engine - basic 2D====
====Designing your game engine - basic 2D (PRIORITY 2)====


For existing web devs
For existing web devs
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* Offline install and play
* Offline install and play


====Moving into 3D====
====Moving into 3D (PRIORITY 2)====


Similar to the above, but showing how to create a 3D game? My feeling is that a separate tutorial on creating a 3D environment would be helpful. Again, for existing web devs
Similar to the above, but showing how to create a 3D game? My feeling is that a separate tutorial on creating a 3D environment would be helpful. Again, for existing web devs


====Porting from native to web standards====
====Porting from native to web standards (PRIORITY 1)====


For the C++ guys
For the C++ guys
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* I don't know what the workflow would look here at all
* I don't know what the workflow would look here at all


====Porting from Flash to web standards====
====Porting from Flash to web standards (PRIORITY 3)====


For the Flash guys
For the Flash guys
Confirmed users
228

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