Less talk, more action – Apple just approved two of my JavaScript games for the AppStore: Biolab Disaster and Drop. Both are free; go check them out. You can also play them in your browser here and here.
Both games are pretty simple (the source for Drop is only 300 odd lines long) and written with my JavaScript Game Engine Impact.
These are certainly not the first games written in JavaScript to be available in the AppStore. Tools like AppMobi, PhoneGap or Titanium make it easy to bundle some HTML pages and JavaScript together in an App and display them in a UIWebView, which is basically just a browser window (correction: Titanium doesn't use a UIWebView but instead has some native bindings). Games written with Impact already work okay-ish in the iPhone's browser and thus also in AppMobi and PhoneGap.
So what's so special about these two games now? They don't use PhoneGap or Titanium. They don't even use a UIWebView. Instead, they bypass the iPhone's browser altogether and use Apple's JavaScript interpreter (JavaScriptCore) directly. All graphics are rendered with OpenGL instead of in a browser window and all sound and music is played back with OpenAL instead of… well, having no sound at all.
What makes this possible is a compatibility layer that mimics the HTML5 Canvas and Audio APIs but is implemented with OpenGL and OpenAL behind the scenes. Think of it as a browser that can only display a Canvas element and play Audio elements, but does not render generic HTML pages. A browser perfectly suited for HTML5 games.
This means you can take your JavaScript games written for Impact and run them on iOS with perfect sound and touch input and way better drawing performance than with Mobile Safari. Now, to be clear, I only implemented a bare minimum of the Canvas API - just enough to be able to run Impact. The whole thing is still in a very experimental state.
If you have a license for Impact you will find the complete source code for this all on your download page. I also wrote some basic documentation to get you started. In theory, you don't have to know anything about Objective-C to use this, but at this stage some Objective-C knowledge will sure come in handy. Again, this is very experimental. Don't expect it to work at all.
If you've been following this blog for a while, you might remember a post from October 2010 where I attempted the exact same thing. Back then I used the JavaScriptCore library that is already available on iOS and used by Apple in Mobile Safari. The problem was, that this library is "private", meaning that Apple does not want you to use it. And since you can't publish anything in the AppStore that uses private libraries I abandoned the idea.
However I recently revisited the project, because there was still a chance to make this work: JavaScriptCore is a part of the open source WebKit project. Instead of using the private library that comes with iOS, you theoretically could compile your own version of this library and bundle it together with your App. Which is exactly what I did.
Since Apple does not provide any project files to compile JavaScriptCore for iOS (presumably to annoy us) and JavaScriptCore itself uses some of iOS' private APIs, compiling this beast into a static library - in an App Store compatible fashion - took me a few days.
I also had to make a small sacrifice: JavaScriptCore uses libicu to sort strings according to a unicode locale. Sadly, libicu is also private on iOS and bundling it is not an option because of its size. So I got rid of libicu completely. This means that only ASCII strings are now sorted correctly (e.g. the umlaut "Ä" will come after "Z", not after "A" as it should). Other than that, the JavaScript library should behave exactly as the private one that comes with iOS.
Also, the JavaScriptCore library bundled with iOSImpact does not use the JIT compiler (Nitro). You can't allocate executable memory on the iPhone and if Apple doesn't lift that restriction, there's nothing I can do about it. However, Apple recently made an exception for Mobile Safari – if they would make their JavaScriptCore API public, they probably could enable the JIT for everyone. That's a big if though; I don't see it happening, because Apple loves native code (Objective-C) and hates scripting languages.
I was afraid Apple would reject the two games for some obscure reason, but they didn't. Which leaves me to wonder why the JavaScriptCore library that comes with iOS is private in the first place. Bundling JavaScriptCore with your App adds about 2MB in size – not much, but I fail to see how this can be in Apple's interest.
Anyway, the performance of both games is pretty good. I still get some occasional slowdowns (~20fps) on my iPhone3GS in Biolab Disaster when there are too many particles on the screen, but it remains playable at all times. It's also nice to have perfectly working sound on iOS now - something even some desktop browsers still struggle with.
I know you're waiting for the release of the Impact Game Engine, and I promise you, it's coming. I just get distracted too easily. So here's my game Biolab Disaster running on the iPhone 3GS with 60 frames per second:
The game is running in its own process and is not using the iPhone's browser at all. Instead, it's just using the JavaScriptCore Framework to run the game. All the necessary calls to the Canvas API have been reimplemented with OpenGL-ES and the touch input is passed over to JavaScript to be evaluated by the engine. I of course had to make some changes to the engine, but the game source code is exactly the same as for the web version.
The JavaScriptCore Framework is still private on iOS. So as it is now, I won't be allowed to distribute the game in the AppStore. But my understanding is, that if I bundle my own copy of the JavaScriptCore Framework (which is part of WebKit and thus freely available) with my game, I should be on the safe side. Let's see how this works out.
Songfever, at it's heart, is a tangible front-end for iTunes. Album covers are projected onto four physical objects standing on a shelf. With a scroll wheel, attached to the shelf, you can scroll through your music library in a Cover Flow like fashion. The goal was to reintroduce the aesthetic quality of a physical music collection (CDs, LPs), while maintaining the comfort of a digital one.
Each of the four covers are tracked by a webcam mounted above the shelf. Their positions are translated in software in the same way the projector located relative to the webcam in the real world. When rendered in a 3D OpenGL view and projected back onto the shelf, the album covers line up with the physical objects again. Approximately, that is.
Songfever was our main project in the 4th semester for “Digital Media” at the Hochschule Darmstadt. I was responsible for the programming; the UVC Camera Control I posted some month ago, was a small part of it.
We finally managed to built a website for our last years semester project Klangpong. I was mainly responsible for the programming and 3d graphics. The full Processing source code of the game is available at the site, but it’s a bit complicated to get it up and running.
We will present the game at the Mediale (Darmstadt/Germany) starting tomorrow – so if you want to play it, pay us a visit!
In my last post I said I’d add some exhaust streams to my robot. I also said I’d use particles for that. Well, I didn’t. I spent several hours trying to get it right, but it always looked like my robot’s taking a bubble bath instead of riding on a powerful jet engine. I ended up using a single alpha blended sprite for each of the streams. This may sound cheap but actually looks really good.
As you will see in the following video, I did use particles for another effect: the huge explosion you’ll face every time you loose. Since there really is no way to “win” this game, I at least wanted to make the Game Over as visually appealing as possible. I also added a start animation – the robot now launches like a real rocket from a girder that is disconnected just after the engines have warmed up.
This video shows the game in its current state – it is by no means final. There’s still a lot of stuff missing: a properly designed HUD, effects when crates are collected or new ones spawn and of course: sound! I can’t really talk about sound yet, because I haven’t done anything so far. The only thing I can tell you is that Yuckfu will have sound and music. Hopefully.
Read on for some more in depth (and embarrassing) game developer geekery.
After my last post I read a bit more about displaying text with OpenGL. One of the more popular solutions is to have a single texture containing all (ASCII) characters of a font. As it turned out, there are several applications to build such a texture for you. Bitmap Font Builder is one of them. It looks a bit clunky, but gets the job done nicely – and it’s free!
Here’s a quick test I did with the Helvetica typeface. I exported the texture as a transparent PNG file, cropped it and added a simple drop shadow effect in Photoshop. For now, I only used the upper case letters. I’ll probably come back later and export the full set of Latin-1 characters.
It’s been a while… I finished the basic gameplay mechanics of my iPhone version of YuckFu just a day after my last post, but hadn’t yet found the time to write about it. So here’s just a short update.
As you can see in the screenshot, the game still looks like crap. But that’s intentional (no really, it is). The main focus of YuckFu was always on the gameplay, so thats the first thing I wanted to finish. Just to make sure it works on the iPhone – and it does! A game with good graphics that is no fun to play isn’t worth anything. A game, however, that doesn’t look nice and shiny but is fun to play, is still a good game. Just to clarify: I’m aiming for both, but I’ll still need to tweak some values and let some friends test it before I move on to the graphics side.
And of course there’s on thing still missing: the score. Displaying text in OpenGL applications has always been somewhat tedious. I haven’t yet really looked if OSX provides some different solutions, but as far as I know there are only two viable options: Using a single texture with all glyphs in it (built in Photoshop or whatever), or loading a TrueType font and rendering each glyph into a texture. With both methods you’ll face the same problems: Each glyph has to be stored in memory – this is fine for ASCII characters, but can get challenging with UTF8 characters. So a scoreboard with names consisting of characters outside of ASCII is probably not going to happen for YuckFu. The other problem is the lack of support for “features” like kerning. Even displaying proportional fonts can be a pain. So, maybe I’ll just settle with a retro looking bitmap font – but not before I’ve checked if OSX does indeed have some magic way for solving these problems! Although they are not exactly on the OS side…
After some hours of reading to figure out how exactly the memory management with alloc, dealloc, retain and release works with NSObjects in Objective-C (here’s a good article) and some more hours to get used to the funny syntax, I was finally able to do something with it.
To get my 3D model onto the iPhone, I had to find a data format that is easy to load and can be used directly in my Application without much modifications. I decided to export the model from Wings3D as Wavefront .OBJ file, which is a pretty straight forward ASCII format. I, however, didn’t want to go through the hassle of parsing ASCII data in C, so I wrote a small PHP script to transform this .obj file into a binary format that was ready to be used with OpenGL ES.