Subject: General Tech | October 21, 2015 - 09:48 PM | Scott Michaud
Tagged: webgl, tencent, atlas, artillery games
The Chinese investment and Web company, Tencent, has taken interest in many American video game companies. In a couple installments, Tencent purchased chunks of Riot Games, developer of League of Legends, which now total up to over 90% of the game studio. They later grabbed a “minority” (~48%) stake in Epic Games, which creates Unreal Engine, Unreal Tournament, Fortnite, Infinity Blade, the original three Gears of War games, and a few other franchises.
This time, they purchased an undisclosed share of Artillery Games. Artillery has not released a title yet, but they are working on a WebGL-powered engine. In other words, titles created with this technology will run directly in web browsers without plug-ins or extensions. At some point, Artillery Games decided to make a native client alongside their web engine, which was announced in September. This was apparently due to latency introduced in the Pointer Lock API and networking issues until WebRTC matures. (WebRTC brings P2P network sockets to web browsers. While people mentally equate it to video conferencing, it is also used for client-to-client multiplayer. There is even a BitTorrent client that runs in a web browser using it.)
Unfortunately, the real story would be how much of Artillery they have purchased, and we don't know that yet (if ever). They are buying up quite a lot of formerly-independent studios though, considering how many are left.
Subject: General Tech | September 19, 2013 - 08:05 PM | Scott Michaud
Tagged: webgl, artillery games
Artillery Games is taking it beyond a demo. They are developing a fully 3D Real Time Strategy (RTS) title, trailer above, based upon these web standards. The team of 11, 12 including the company pet, consists of many ex-Googlers along with alum from Intel, Lucasarts, Adobe, and more. Their video is quite impressive and, I would say, comparable to an XCOM: Enemy Unknown or StarCraft II level of graphical quality.
That is pretty good, considering we are comparing the Real Time Strategy to full RTS releases.
Being compatible with web browsers also affords quick turnaround for developers. Changes will not require a lengthy compile process as web standards are compiled at run-time anyway. Modifications should require, at worst, a browser refresh and, at best, swap by the next animation frame. This level of rapid iteration should help developers polish their creations quickly.
Speaking of quick, a private beta is expected before the end of the year. Full release is scheduled for some time in 2014. Their demo is shown on Firefox and Google Chrome. They have not mentioned anything about Internet Explorer 11, the first IE release with WebGL support, but who knows.