Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon Join the GFS Discord Server!
30. May 2020


Thanks in part to a $50,000 award from the Mozilla foundation, the Godot game engine is gaining the ability to be run in a web browser.   You can try it out right here if you have the latest version of a Chrome based browser, or Firefox Nightly.

Explanation for the rationale for Godot in a Browser from the Godot news page:

Godot Engine supports exporting games to the HTML5 platform (i.e. browsers). Given that the editor itself is written using the Godot Engine API it should be possible to run the editor in browsers as well.

The reason why the editor wasn’t able to run in browsers up until now was due to some historical Web browsers limitations, mostly lack of support for threading, but also file system access.

With the introduction of WebAssembly, WebAssembly threads, Javascript SharedArrayBuffer, and possibly an upcoming Native FileSystem API, it should now be possible to have an almost-native user experience when running the editor on the Web.

This will be beneficial in many ways to the engine itself for multiple reasons:

  1. It will lower the barrier for new users, which will be able to try out the engine without the need to download anything.
  2. Any modification towards reaching that goal will also improve the HTML5 export itself (given that the editor is made like a Godot game).
  3. It will allow to use Godot in a reasonable way in environments where installing/downloading applications is not an option (e.g. schools’ computers and tablets), fostering the usage of the engine for educational purposes (which is something we, as an open source community, deeply believe in).

This DOES NOT mean that Godot will move completely to the Web, nor that the Web browsers version will be the recommended way for professional development, but it will be an additional option for cases where it might be useful (again, pick the education sector as an example).

Perhaps the most interesting part is the future plans for mobile usage:

  • Virtual keyboard in the HTML5 plaform, for working text input in mobile devices.
  • Persistence support, WebDAV integration.
  • Gestures for the editor, allowing using the editor from touch devices (this will also be beneficial to make native Android or iOS versions of the editor for example).

These features, as well as Dropbox support, could truly bring Godot to Android, iOS or ChromeOS devices in the future!  You can learn more about Godot in the Browser in this video.  This is the second project to bring Godot to the browser, details of the first ‘Godot.Online’ is available here.  Note, Godot.online is not an official Godot project.

GameDev News


12. October 2019


Phaser 3.20 was released today.  The open source 2D game framework gains a few new features including improved Spine support, a more consistent Pixel Art game mode configuration as well as support for video playback.  Additionally the release contains several smaller new features, dozens of fixes and improvements.

Phaser is available on Phaser.io, which also includes excellent documentation as well as over 1,700 code examples to learn from.  The Phaser project is open source under the MIT license and is hosted on GitHub.

You can learn more about the 3.20 release on the Phaser Patreon page available here.  You can also learn more by watching the video available below.

GameDev News


4. October 2019


The group at Mozilla behind the A-Frame Mixed Reality project just released ECSY, an experimental engine and framework agnostic entity component system written in JavaScript.

ECSY features include:

  • Framework agnostic
  • Focused on providing a simple but yet efficient API
  • Designed to avoid garbage collection as possible
  • Systems, entities and components are scoped in a world instance
  • Multiple queries per system
  • Reactive support:
    • Support for reactive behaviour on systems (React to changes on entities and components)
    • System can query mutable or immutable components
  • Predictable:
    • Systems will run on the order they were registered or based on the priority defined when registering them
    • Reactive events will not generate a random callback when emited but queued and be processed in order
  • Modern Javascript: ES6, classes, modules,...
  • Pool for components and entities

ECSY is open source and MIT licensed with the source code available on GitHub.  It is well documented and contains several examples included examples for BabylonJS (tutorial here) and Three.js (tutorial here).  The ECSY homepage is available here.  You can learn more about ECSY, including future plans by reading the announcement blog available here or by watching the video below.

GameDev News


6. September 2019


PlayCanvas, the HTML5 based 3D game engine just released version 1.23.0.  The primary new features of the release is that PlayCanvas is now available via the NPM, the Node Package Manager.  Additionally you can now generate TypeScript definitions for the entire API.

Details of the release from the PlayCanvas GitHub:

  • [NEW] PlayCanvas now available on NPM: https://www.npmjs.com/package/playcanvas (@aidinabedi)
  • [NEW] Official TypeScript definitions for the entire PlayCanvas API ('npm run tsd')
  • [NEW] Added pc.Vec2/3#distance (distance between 2 points)
  • [IMPROVEMENT] Post effects now use MSAA render targets when WebGL 2 is available
  • [IMPROVEMENT] Grab pass can now be used in combination with post effects (@aidinabedi)
  • [IMPROVEMENT] playcanvas-latest.js renamed to playcanvas.js
  • [IMPROVEMENT] WebVR Polyfill dependency removed from the engine
  • [DOCS] Build a local copy of the API reference manual ('npm run docs')
  • [DOCS] 100s of fixes and improvements to the API reference manual (@aidinabedi)
  • [FIX] Right to Left text alignment fix
  • [FIX] Entities cloned inside postInitialize now have their own postInitialize functions called


If you are interested in checking out or learning PlayCanvas check out our PlayCanvas Step by Step Bowling Game tutorial.

GameDev News


19. June 2019


The HTML5 2D game framework Phaser just released version 3.18.0.  This release includes large rewrites to the Input API, as well as adding Multitouch support, Mouse Wheel support and more.

Details of the release from the Phaser blog:

After another month of hard work, we're very happy to announce the release of Phaser 3.18. In this release we took the time to rewrite large chunks of the Input API. This allowed us to fix a number of issues that had arisen, as well as optimizing the internal event flow. Native support for complete Multi-Touch support, Mouse Wheels and more advanced Pointer Button handling are now available. The whole API is smaller and tidier after the clean-up, which is always a good thing.

We've also added lots of other features and updates, including better Matter physics constraint handling, Arcade Physics improvements, Audio decoding events, Text justification, new Bounds methods and a lot, lot more. As usual, it doesn't end there, though. You'll find hundreds of great new features, updates and fixes.

Phaser is available for download on GitHub.  Documentation has also been updated to the 3.18.0 standard and is available to read here.  There is more to the release than shown here, read the full release notes for complete details of this release.  If you are new to Phaser, be sure to check our introduction available here.

GameDev News


AppGameKit Studio

See More Tutorials on DevGa.me!

Month List