Thursday, April 1st, 2010p>Ben and I are often touting the fact that we are about to see amazing Web applications as browsers support more and more of “HTML5″ and the engines under the hood have become world class.
The GWT team has developed something that truly shows off this engine in their port of Quake2 to GWT. Seeing the game run with amazing fps in a browser, with online multiplayer network support via WebSockets, is something to truly behold.
Give it a watch:
How did the team create the port?
Stefan Haustein, Ray Cromwell and Joel Webber were at a GWT summit and happened upon Jake2 the Java port of Quake2 that runs on top of JOGL for OpenGL. Ray could see that Joel had a glint in his eye, and the porting began!
To get the rich 3D graphics they went for WebGL using a GWT wrapper library that Stefan had built. Jake2′s heavy use of java.nio.Buffers were handled by implementing JRE classes that mapped those to WebGL typed arrays. File system code that used RandomAccessFile was emulated by using HTML5 LocalStorage. The OpenAL audio system was implemented using HTML5 audio.
The various team members got varying fps depending on their machines. A Linux notebook managed 60fps, a Mac Pro got 45fps, and a Macbook Pro got 25fps. WebKit was able to perform the best of the browsers right now because it doesn’t have the multi-process per tab tax that means a lot of OpenGL buffer copying.
I think this is a big deal in a couple of ways:
- You can build fantastic games that use rich 3D engines and fast network access right on the Web. How do you “join a game”? You just share a URL! Tweet away! Now you can have these rich games just a URL a way. No install required.
- Game engines push a platform. Although we are talking about building an older game engine (doubt that the latest and greatest engines would run like this!) this is PLENTY for building rich effects and applications. Take some of this richness and look at something like Google Docs. How much smoother and nicer can it be? We can create beautiful applications with effects like butter right now.
Ray Cromwell (who posted on this here) contributed audio/mouse/keyboard and localstorage for prefs, plus some minor GL shader debugging. Joel Webber and Stefan Haustein did the other 80% (Joel did the majority of the original code surgery to get the multiplayer game running under GWT minus graphics, Stefan did the heavy lifting on WebGL and singlehandedly ported the single-player game logic)
Who needs Native Client now when you can build apps and games like this! Well, to be fair, there is a niche of folks who want to use C libraries and frankly prefer that world… so NaCl is for them.
For the rest of us though? Our world keeps getting better, almost daily!
Posted by Dion Almaer at 4:19 pm