Artillery Games: Project Atlas. Full 3D RTS in Web Standards.

Subject: General Tech | September 19, 2013 - 08:05 PM |
Tagged: webgl, artillery games

Web browsers are on a path toward legitimacy as application platforms. Almost anything can be programmed within HTML5, CSS, Javascript, and the various APIs (such as WebGL) integrated into modern web browsers. Impressive demos have spawned, from music videos to raytracing solvers and even some interesting 2D 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.

September 19, 2013 | 11:17 PM - Posted by Anonymous (not verified)

ex googlers...... to them the browser is the end all.................

September 20, 2013 | 12:00 AM - Posted by Scott Michaud

And why shouldn't it be?

Stick to the spec and the browser vendors will bend over backward to let new platforms and markets experience your product... sometimes at zero effort from you, give or take a few glitches.

September 20, 2013 | 12:28 PM - Posted by Anonymous (not verified)

its a narrow field of vision

September 20, 2013 | 01:27 PM - Posted by Scott Michaud

That's a variable in your vertex shader. It all depends on what the devs want (or allow the user to choose).

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