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5. February 2019


Phaser 3.16 has just been replaced, and this is the biggest update in Phaser 3’s history, finally bringing the open source HTML5 game frame work 100% feature completion.  Major aspects of this release include a new ScaleManager for multi-resolution support, a complete overhaul to the input handling systems (keyboard, touch and mouse), the ability to dynamically load scenes, improved documentation and Typescript definitions, hundreds of fixes and much more.  This release also contains several breaking changes, so be sure to take a good long read through the changelog before upgrading your existing Phaser 3 application.

I'm pleased to announce that Phaser 3.16 is now available. This version represents a significant milestone in the project as Phaser 3 is now 100% feature complete with all of the initially planned systems now in place. The most significant additions in 3.16 is the overhaul of the Input event handling, the long-awaited introduction of the Scale Manager, and the Extern Game Object, which allows for 3rd party rendering support, as required by Spine. Spine animation support is being handled exclusively through a Phaser Plugin. The current build of the Spine plugin can be found in this repo in the plugins folder, along with examples in the Phaser Labs. The Spine plugin will be developed independently of Phaser in the coming weeks.

This is the single largest update of Phaser 3 yet, and as such, there are breaking changes. I have painstakingly listed all of them in the Change Log, so please do read it if you're upgrading from an earlier version. I know there is a lot to take in, so I'll be covering the new features in the Phaser World newsletter in the coming weeks.

The first post-3.16 release of Phaser World is out now and available here, with this episode discussing the new Input System and external scene loading functionality.  We did a complete Getting Started tutorial shortly after Phaser 3 was released, which is now quite out of date.  I am considering doing a Phaser tutorial series in the same vein as the recently completed Godot tutorial, would you like to see this?

GameDev News


4. February 2019


Today Ludei announced that their product Cocoon is being shut down.  Cocoon is a project I’ve been following since 2013 with great interest.  It’s basically a wrapper layer that enables you to “cocoon” your HTML5 code in their WebGL and Canvas accelerated runtime, essentially enabling you to make native binaries for iOS and Android that performed substantially better than using the standard WebView controls.

Details of the shutdown:

It is with deep regret that we announce that we will stop providing our beloved service, Cocoon.

We started Ludei/Cocoon because we believed the future of app and game development would be based in HTML5. Unfortunately, it didn’t happen and native development is stronger than ever.

Along our journey we have laughed and cried with you, and learned valuable lessons. And it is now inevitable to wind down the service as we never managed to make it profitable.

It has been a long journey and we sincerely thank each one of you for your years of love and support for Cocoon.

The shutdown is going to happen quickly, with the following timeline announced:

  • 2.4.2019 : Notice of Cocoon service discontinuation. Billing stopped.
  • 2.11.2019: Unable to perform compilations.
  • 2.18.2019: Unable to log in to Cocoon.
  • 2.28.2019: Termination of the Service. Unable to access Cocoon. Customer service closed.

If you are currently a Cocoon user, they have published a guide to migrating over to Cordova.

GameDev News


26. July 2018


PlayCanvas, a 3D HTML powered game engine, just released version 1.6.  This version adds new sprite and texture atlas APIs, derivative mapping, CricleCI support as well as several fixes and performance improvements.

Details of the release from the Github release notes:

  • [ADDED] Make sprite and texture atlas APIs public
  • [ADDED] Support for derivative mapping that requires no tangent vertex attribute. Only enabled for primitives at the moment.
  • [ADDED] Add pc.SORTMODE_CUSTOM as new layer sort mode
  • [ADDED] Enable CircleCI support for running ESLint and unit tests
  • [FIX] Fix bug which can lead to NaN drawOrder in element
  • [FIX] Make sure drawOrder and layers properties are cloned in sprite component
  • [FIX] Entity references not resolved when Entity#clone() is called
  • [FIX] Lots of ESLint errors
  • [PERFORMANCE] Remove redundant IE11 workaround for no UNSIGNED_BYTE support for vertexAttribPointer
  • [PERFORMANCE] Defer primitive mesh creation until needed
  • [PERFORMANCE] Refactor pc.GraphicsDevice constructor

If you are interested in learning more about PlayCanvas, be sure to check out our recent 3D tutorial, our older Closer Look or our recent look at the recently added 2D functionality.

GameDev News


17. July 2018


Are you looking for an open source cross platform HTML5 powered game engine, that’s open source, free and comes with a complete editor in addition to the underlying framework?  Perhaps the Wade Game Engine by Clockwork Chilli is what you are looking for.  While open source, WADE is shipped under a custom license you should take note of.  The TL;DR version of the license:

This license allows you to make games and non-games, for any purpose including selling and licensing, without paying anything to Clockwork Chilli. However you must not:

  • Distribute non-compiled (or non-minified) versions of Clockwork Chilli's source code.
  • Create a product that competes with WADE.

You can run WADE directly in the Chrome browser or can download a local installed version for Linux, Mac and Windows platforms.  If you want to learn more, be sure to check out the WADE game engine in action in this video or embedded below.

GameDev News


18. June 2018


The PlayCanvas HTML5 game engine just added 2D support in the form of Sprites, texture atlases, animated sprites, sprite components and 9 patch support.

From the PlayCanvas blog:

PlayCanvas is one of the most popular ways to build 3D interactive web content today. But before 3D graphics was a thing, there was 2D graphics!

Today we’re excited to launch the first part of our 2D graphics support. Great for building classic 2D games.

There are 5 great new features which will help you build 2D games using PlayCanvas.

Those new features are:

  • Texture Atlas assets
  • Sprite Asset
  • Sprite Component
  • Sprite Editor
  • 9 Slicing

For more details on the new 2D functionality in the PlayCanvas editor, be sure to check out this hands-on video where we illustrate how to import a texture atlas and use it to create 2D sprite animations:

If you are interested in learning more about PlayCanvas, be sure to check out our two part tutorial on building a simple bowling title in PlayCanvas available here and here.

GameDev News


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