Choosing a Game Engine or Framework for HTML Game Development

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We have never had so many great options for game engines and frameworks. Sometimes though, too many options can be paralyzing. In this talk we are going to discuss the various available game engines and development frameworks for HTML game development and hopefully help you select the one that is right for you.

Mike Fleischauer
Mike Fleischauer
25 min
08 Apr, 2022

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Video Summary and Transcription

Welcome to the Web Game Dev Summit where game engine options for web-based games are explored. Native and compiled development approaches are discussed, with off-the-shelf engines like Unity and HTML5-specific engines as options. Godot Engine is highlighted as an open source engine with strong web support. Traditional game engines like Default, GameMaker Studio, and Babylon.js are mentioned, along with frameworks like PhaserJS and Cocos2DJS. JavaScript libraries for game development, audio support options, and considerations for choosing the right engine are also covered.

1. Introduction to Web Game Development

Short description:

Welcome to my Web Game Dev Summit where we'll explore game engine options for web-based games. There are two major approaches to developing games in the browser: native and compiled. Native development is ideal for web-focused projects, providing tight integration with the browser. Compiled development treats the web as another platform, allowing for additional targets. You can use off-the-shelf game engines like Unity or explore HTML5-specific engines. Alternatively, you can build upon existing frameworks and libraries. Web development is modular and offers many options.

Hello ladies and gentlemen, this is Mike Fleischer and welcome to my Web Game Dev Summit. Now I run the channel GameFromScratch and GameFromScratch.com for the last decade, and over that decade I have covered literally hundreds of game engines and frameworks. And we've never been more spoiled for choice. If you want to develop a game these days, there are so many options out there commercial and free, open source and closed source. You're absolutely spoiled for choice.

Now the problem with being spoiled for choice is too many choices, and that makes any decision harder, especially when you're just starting out. So if you're trying to figure out what technology or game engine to use for your next web-based game, hopefully this talk will help. There are two major approaches to how you can develop a game in the browser. One is you can take the native approach, basically develop it like you would any other web-based application. There are a number of engines and frameworks out there that work, you're typing directly in JavaScript. This makes a lot of sense if your primary publishing platform is for the web. If your lead target is the web, and the most important platform is the web, this is a great way to go. It gives you nice tight integration back to the browser itself. It makes your debugging experience a little bit easier. The other option is basically compiled. This is treating your web browser more or less like it was a virtual machine. Using technology such as WebAssembly or ASMJS as a backfill, and technology such as Emscripten, the tool chains for your game engine or framework of choice, compiles down to almost a byte code that runs inside of your browser. This doesn't generally have tight integration with the browser, at least not when jumping But the nice approach to the compiled approach is you're treating the web basically just as another platform. So instead of compiling for Windows and Mac and mobile and so on, you can add web as an additional target. This is the approach that a lot of traditional game engines take.

Complimentary to the decision of working natively in the browser or compiling it using a technology such as WebAssembly and Emscripten, you also have pretty much three different major decisions on terms of what kind of game technology you wish to use to develop your game. At the top, you've got the idea of just using a standard off-the-shelf game engine, the likes of Unity, Unreal, Godot. You know them. Basically, they treat the web as just another platform. Sometimes it's just a matter of even just a build for web and your game is created. Now, on top of that, you also have some of the HTML5 specific 3D and 2D game engines out there. We're going to cover some of those in this video as well. And then, finally, you have the option of building upon a framework or a collection of libraries that are out there and more or less rolling your own. Now, traditionally, I wouldn't recommend rolling your own game engine because there is a ton more work than you realize, but when it comes to web development, there are so many libraries and frameworks such as Three.js or Box Physics, etc., that you can build upon, that the idea of making your own game engine isn't actually as daunting as it would be in a lot of other scenarios. And one of the things about web development in general and JavaScript technologies is they tend to be very modular in approach.

2. Web Game Engine Options

Short description:

And it's more a matter of fitting together Lego pieces and building your own engine out of out-of-the-box components as opposed to starting everything from scratch. Let's talk about traditional game engines that have web export. Unity is the biggest player, with the most developers, the biggest community, and broad platform support. It is a fully functioning 3D and 2D game engine with a large volume of learning materials. Unreal Engine has deprecated web target support, but there are third-party plugins. Unreal Engine and Unity are the closest competitors for web-based titles. Another option is the Godot Engine.

And it's more a matter of fitting together Lego pieces and building your own engine out of out-of-the-box components as opposed to starting everything from scratch. So we're going to look at some of those building blocks you could also work with as well.

But first, let's talk about traditional game engines. Start things off by talking about some of the traditional game engines that all have some form of web export. I think now in an age where browser plugins are no longer a thing, you're basically looking at an Emscripten backend compiling to WebAssembly in some form for all of these things we were about to mention. And these are great choices, especially if you are already developing a game and you just want to add web as another platform.

And we're going to start with the most obvious example. Now I'm not going to cover all the game engines options out there that compile to web because there are just so many of them. We're going to talk about some of the biggest players in this space. And the biggest player straight out is Unity. Now Unity has the most developers. It has the biggest community. It probably has the broadest platform support out there. It is a fully functioning 3D and 2D game engine. Your primary scripting language is going to be the C sharp programming language. But there are a number of visual scripting options including two that are officially supported by Unity themselves. It has the largest volume of learning materials out there. And quite frankly, if you are not doing web first and you don't know any better which one to pick, Unity is probably as easy of a choice as you could make, just because the community is as good as it gets. The Unity community is massive. That means there are a number of training materials, there are a number of tutorials, there are a number of people that you can talk to if you need help and so on. So Unity is an excellent option, especially if the web isn't your lead platform. If you just want to add another platform to the list, if you're developing for desktop and mobile and web, well Unity could be a good choice.

Another option that used to exist was Unreal Engine. Now Unreal Engine has actually deprecated their web target support. There are third-party plugins that bring this functionality there but I don't think I would recommend Unreal Engine for anyone unless you were already working on an Unreal Engine project because Unreal just hasn't really expanded that much in the web space. There are ways to do it and there are third-parties working on picking up where Epic Games dumped their support. But just know Unreal Engine and Unity are probably the closest direct competitors that you can find when it comes to developing web-based titles. Not really. Unreal Engine is way behind in that regard. On the engine side if you're looking more towards free and specifically open source another option for you is the Godot Engine.

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