Tech Lead/Team Lead. Senior WebDev.
Intermediate Grade on Computer Systems-
High Grade on Web Application Development-
MBA (+Marketing+HHRR).
Studied a bit of law, economics and design
Location
Spain
Education
Higher Level Education Certificate on Web Application Development
But... why? There are JS frameworks literally created with game development in mind. Phaser, Pixi, Babylon, PlayCanvas... Or even Three.js if you want to toy around at a lower level.
If it's for learning purposes it's fine but if you're serious with your development and want to achieve a production-ready product... Why reinvent the wheel?
I am big fun of Mr. Doob. But Three.js for example are created 2010 so that is based on OOP pradigm, Phaser also. Each of these game engine are based on WebGL. But my initial ida is: the simple vanila HTML/CSS is much more useful to represent card game in 3D. Because on WebGL really hard to make a well formated text on 3D plane. Also problematic to make a simple card which rounded corner.
Please show me another card game, where you saw the deck as real 3D object maded by cards.
So that why I spend work to create a this way.
The state handling is also important to every complex game flow handling. My previous game used by react have much harder state management, compared to this one. Where I can use a one simple function with Proxy to handle my states, and that is working perfectly, because that state don't attach directly to a view as in React. So I can use my code even on server side also.
My last goal is to compare how large or small code/css need to be make for creating a this type of game.
Summary: I would like to pushing forward our way of working and thinking.
Tech Lead/Team Lead. Senior WebDev.
Intermediate Grade on Computer Systems-
High Grade on Web Application Development-
MBA (+Marketing+HHRR).
Studied a bit of law, economics and design
Location
Spain
Education
Higher Level Education Certificate on Web Application Development
But... why? There are JS frameworks literally created with game development in mind. Phaser, Pixi, Babylon, PlayCanvas... Or even Three.js if you want to toy around at a lower level.
If it's for learning purposes it's fine but if you're serious with your development and want to achieve a production-ready product... Why reinvent the wheel?
I am big fun of Mr. Doob. But Three.js for example are created 2010 so that is based on OOP pradigm, Phaser also. Each of these game engine are based on WebGL. But my initial ida is: the simple vanila HTML/CSS is much more useful to represent card game in 3D. Because on WebGL really hard to make a well formated text on 3D plane. Also problematic to make a simple card which rounded corner.
Please show me another card game, where you saw the deck as real 3D object maded by cards.
So that why I spend work to create a this way.
The state handling is also important to every complex game flow handling. My previous game used by react have much harder state management, compared to this one. Where I can use a one simple function with Proxy to handle my states, and that is working perfectly, because that state don't attach directly to a view as in React. So I can use my code even on server side also.
My last goal is to compare how large or small code/css need to be make for creating a this type of game.
Summary: I would like to pushing forward our way of working and thinking.
Please do create a new post with your discoveries and comparisons, I am looking forward to reading them all! 😁
thx, I will