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What is the status of Turbulenz for mobile?

The question we get asked more than any other is “does the Turbulenz Engine work on mobile?” Specifically how to use the open source Turbulenz Engine on Android and iOS.

The current answer ultimately reflects the limitations of the mobile operating systems and their associated browsers.

A game created with the Turbulenz Engine depends on the web application platform for execution. The application platform must contains all the parts that the game requires, most importantly a JavaScript engine and implementations of all the JavaScript APIs used (often called HTML5 APIs.)

The Turbulenz Engine is designed and implemented with a modular architecture. Hence it is the game that defines which modules from the engine are required and used.

Some of the APIs the engine modules require are:

There are two ways that Turbulenz games can run on mobile platforms:

1. Game runs in the browser:

As explained above, the Turbulenz Engine is supported on any browser and OS that implements the required JavaScript APIs. This already includes several mobile browsers, meaning that it is already possible to make an HTML5 game that will work on the mobile versions of Chrome and Firefox, Chrome OS, Firefox OS and other HTML5 native operating systems.

For any browsers that don’t support WebGL, for example Safari on iOS, you can’t use the 3D and high performance 2D rendering APIs. Instead you should use the 2D canvas element and rendering APIs. However you can still use all the other features in the Turbulenz Engine, including the physics engine, animation framework and web services.

The only limiting factor is that Safari for iOS supports canvas 2D rendering but not WebGL. Hopefully future releases of iOS will include a complete WebGL implementation.

2. Game runs as an App:

We are developing a native client which provides both the 2D and 3D hardware accelerated infrastructure required to run games created with the Turbulenz Engine on mobile devices. This can be used in place of the browser to open and run game URLs. The games can be hosted anywhere online as long has they have been correctly built with the Turbulenz tools. Games using the Turbulenz native client will have access to all Turbulenz APIs.

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This version of your HTML5 game can be distributed as a native app and can be published to the platform owners app store, including the Apple App Store, Google Play, and Amazon App Store. If the game uses the Turbulenz Store APIs the native app will automatically connect payment requests to the native payment service. 

The native Turbulenz client may be thought of as a stop-gap until more mobile browsers improve their support for HTML5 and related APIs.

We’re also working with (and encouraging) mobile platform owners to add support for HTML5 as first class citizens in their app stores and operating systems. This would allow JavaScript applications to be deployed as apps without requiring an explicit native client or first launching a browser for execution.

The first game packaged as a native app will be released for Android in a few weeks. Early access will be given to developers who are interested. Please contact us for more details.

 

 

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“Thank you!” in response to open sourcing the Turbulenz Engine

It’s been a really exciting week for us here at Turbulenz and we have been totally blown away by your response to our release of the Turbulenz HTML5 game engine under the MIT license.

It’s always nerve-wracking releasing something into the wild which is why we are so excited that our engine has been trending on GitHub with over 1200+ stars and 140+ forks. It’s great to see so many people trying out the engine, and we’ve even accepted our first pull request.

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But it’s not just on GitHub that we have seen plenty of action. Articles on DevelopGamesindustry.biz, Gamasutra and Gamesbeat have got people talking, with discussions on Slashdot and Hacker News. And we have been really excited about the buzz on Twitter - there have been over 1000 tweets and retweets talking about the open sourcing of the Turbulenz engine.

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And it’s not just our open source engine that has been getting your love. Our friends at Wonderstruck knew they would probably get some attention when we made our announcement so they pulled out all the stops to get a new version of Polycraft ready for all our new visitors, including huge new gameplay elements like outposts and a whole range of new enemies. And it looks like all the hard work has paid off as we have had over 7000 new players. If you haven’t had a chance to try Polycraft yet, play it here.

So we just wanted to say a big “Thank You” for all your support and encouragement. But this is only the start for us. We need you to help us to keep on building the best HTML5 engine in the world. Whether you’re asking and answering questions on the engine users forum, reporting bugs and requesting new features, or just saying hi on twitter, we’d love to hear from you!

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Turbulenz Engine Goes Open Source

We’re excited to announce that we have released the Turbulenz HTML5 game engine as open source under the standard MIT license. The open source project is available on GitHub at https://github.com/turbulenz/turbulenz_engine.

You may have seen Turbulenz mentioned somewhere and wondered what it was. Turbulenz provides a game engine that delivers all the building blocks developers need to rapidly create high quality and hardware accelerated 2D and 3D games playable across mobiles, tablets and the web.

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Polycraft by Wonderstruck

We started developing the Turbulenz Engine a little over 4 years ago in early 2009, when HTML5 was still in its infancy and before WebGL even existed. We recognized that JavaScript and the web development platform offered a huge opportunity for creating high quality games and as a mechanism and market for dynamically distributing content.

We initially proved this to ourselves by creating the service and engine capable of streaming and rendering the majority of Quake 4. This continues today to be a great test of the engine as it has evolved. You can see it demonstrated by our CTO David Galeano.

Today, the Turbulenz Engine powers the highest quality 2D and 3D HTML5 games online. If you want to see some examples we recommend looking at:

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Save the Day from BAFTA-winning Denki

We have seen a monotonically increasing interest in the engine and SDK since it was first made publicly available.

If you want to take a look, the best place to start is the README which you can find on the Github project page and included in the source. This details how to set up a development environment and includes a short getting started guide on how to use the Turbulenz Engine APIs. From here we recommend going through the Getting Started guide and reviewing all the documentation online.

The engine is also available bundled in an easy to install SDK for Windows, Mac OS X and GNU/Linux. This might be an easier option if you’re looking for a packaged-up and fully QA’d snapshot of the engine. All future SDK releases will contain the open source engine with the associated MIT license. (Earlier versions of the SDK were released with a partially open license which has now been deprecated.) The bundled SDK is available from the Turbulenz developer service.

What Features Does the Open Source Turbulenz Engine Provide?

The Turbulenz Engine contains an extensive range of features and services for creating games. The engine was designed to be a complete Internet generation game engine. By this, we mean a game engine that was conceived, designed and implemented specifically for building games that are played via the Internet using web technologies, rather than as a native application on a console or PC. This is a single suite of technology that spans the client game application and remote game services.

The libraries contain solutions for all sensibly reusable game services, including: 2D and 3D graphics, 2D and 3D physics, 2D and 3D effects, sound, networking, user input, scene graphs, hierarchical animation, movie playback, resource management, server requests, a range of renderers, leaderboards, badges, payments, save game userdata, user profiles, game profiles, multiplayer, metrics, maths and numerous utilities.

The graphics engine is completely shader driven and hardware accelerated using WebGL. It has been implemented to allow games to efficiently dispatch their scenes. The engine comes with multiple renderers which can be selected depending on the features and performance of a user’s device, this includes, a deferred renderer, a forward renderer and a default renderer. There is also a highly efficient 2D renderer for efficiently dispatching huge numbers of sprites and effects.

The 2D and 3D physics engines are particularly powerful in comparison to the procedurally generated ports of currently available.

All the technology has been handwritten as efficient TypeScript and JavaScript to maximise execution and memory performance.

There is a detailed list of all the engine’s features in the repository README and in the documentation.

Why Are We Open Sourcing the Engine?

We’ve had a lot of interest in the Turbulenz Engine via our SDK packages and many of the people who try it out have praised the features and performance. However, two issues that have often come up are any sort of restrictive licensing and the ease of getting things started.

By releasing the Turbulenz Engine as open source under a standard liberal MIT license we hope to ease the adoption costs and ensure that people don’t feel in any way restricted by using the Engine.

What Are the Design Goals of the Turbulenz Engine?

The main design goals of the Turbulenz Engine are performance, modularity and customizability. Users of the engine should be able to build any kind of game without limitations, in an efficient manner and with an end product that performs optimally when loading and during play.

To achieve this target the Turbulenz team followed these rules when writing code:

Modularity

  • Users should be able to pick what they want and replace what they don’t.
  • When possible new functionality should be orthogonal to existing one.

High performance

  • Strict coding standards to keep code efficient.
  • Keep memory allocations to minimum, reuse existing objects or arrays whenever possible, use scratch pads, combine multiple separate objects into a single one.
  • Use most efficient storage for each data, Typed Arrays when possible.
  • Reduce function calls when possible: write functions that handle arrays of objects instead of loops that make a function call per element, games rarely do a single thing to a single object.
  • Be aware of performance differences between browsers.
  • Profile often.

Asynchronous loading

  • No API should block waiting for a response from the server, avoid polling whenever possible, use callbacks or Promises, to notify of data availability.

Data driven

  • The target should be to make the game a simple dumb player of data, all functionality defined by simple data files.

Simple well documented file formats

  • Define simple, easy to create asset formats that can trivially be connected to any tool chain.

Scalability

  • Design interfaces that can be implemented with different level of detail or quality settings in order to scale from mobile to desktops.

Power without control is nothing

  • Make sure users can do exactly what they want, with a helper layer put on top if required, document performance implications at every level.

Fault tolerant

  • The engine should keep going even if any type of asset fails to load. The application is able to provide sensible defaults for all asset types making it easier to stay productive and diagnose issues.

Fast loading

  • Reduce amount of data to be downloaded, compress data efficiently.
  • Use the browser cache efficiently, use unique file names based on content and tell the browser to cache forever.

Maintainability

  • Strict coding standards to keep code readable, easy to maintain and debug.
  • Write unit tests, samples and documentation for every new code path.

Targeted

  • This is a game engine, for games.

What Have We Made Available?

We’ve made three Git repositories available on GitHub:

Turbulenz Engine - https://github.com/turbulenz/turbulenz_engine

  • TypeScript and JavaScript implementations of the game engine
  • Documentation of the libraries, APIs and tools
  • Code samples demonstrating the engine APIs
  • Application samples showing how a basic but complete game can be built
  • Protolib high level prototyping libraries

Turbulenz Tools - https://github.com/turbulenz/turbulenz_tools

Turbulenz Local - https://github.com/turbulenz/turbulenz_local

  • A locally hosted Python development web server implementing the Turbulenz services APIs
  • Tools for interacting with the Turbulenz Hub
  • Also available from PyPi as turbulenz_local.

Want to Contribute?

We know there is a large and growing community interested in HTML5 game development and we hope that people will find this project an empowering contribution to game and Internet technology domains. Now that the project is fully available as open source and easily accessible via GitHub all contributions are gladly welcomed. Please send the project a pull request or post a git diff patch on the Turbulenz Engine google group.

Please Help Us Spread the Word

Please help spread the word to your friends and followers by sharing this announcement online. We want to make sure that anyone thinking about making a game with HTML5 is aware of Turbulenz as a free and open source solution that comes packed with high performance features.

Learn More

Sign up for the free WebCast on 21st of May at 9am PST / 5pm BST. This will include an introduction to the technology, show you how to get started, and leave time for Q&A.

Any questions or ideas about the Turbulenz Engine, HTML5 games or anything else, please get in touch.

Happy Hacking!

- James Austin

Turbulenz CEO

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Denki Word Quest - now live and seeking literate adventurers

Denki Word Quest - an innovative adventure word game peppered with RPG elements - is now live and seeking literate adventures to play on Turbulenz!

Battle your way through a few levels as the courageous Biblio, taking on the minions of Wordor for free. True adventurers can unlock the full quest for only £3 / €4 / $5 using our super-slick new payment system (powered by Amazon).

Our pals at Eurogamer said it better than we ever could:

“the whole thing’s wonderfully warm-hearted and witty, from the seemingly random quest chatter that sends you on your way to the varieties of monsters - including evil kittens and obdurate boneheads - you’ll meet along the path to victory”

Play Denki Word Quest here!

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Initial response to Save the Day

Denki’s Save the Day has only been live on Turbulenz for a few days and already people seem to be pretty happy with it. Here’s some of our favourite comments from across the web:

  • “Impressive work, a reference for browser based plugin-free games” - carloslunetta on Twitter
  • “For a browser based game, it’s err… incredibly awesome! It’s almost console quality” - TangentsLP on YouTube
  • “I’m not pulling any punches here, you need to play Denki’s ‘Save the Day’ NOW!!!” - StewHogarth on Twitter
  • “Hats off to the one artist who managed to create and animate all of this so wonderfully. Great fun.” - RoryKdy on Turbulenz
  • “This game is fun. You should play it. Cos then you will have fun. You do like fun don’t you?” - LukeD on Twitter
  • “Great game from Denki recommend trying it, really addictive and fun.” - Briamond on Twitter
  • “Wow, um… that’s actually a lot of fun.” - darabidduckie on Joystiq Comments
  • “its very good, nice particle effects” - Aphelio on Twitter
  • “very awesome game, love it.”- tortus on Reddit
  • “It’s insanely cool.” - iamaaronalex on Twitter

Find out for yourself at ga.me/save-the-day

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Super powered social games, free to play on Turbulenz - now live

Turbulenz has entered open beta, opening the site up to the general public for the first time. The site currently has two games, Score Rush and Space Ark, which are supported by some of our new features including leaderboards, badges and chat functionality. If you are a regular reader of our news, you’ll also know that the games run without a plug-in on all modern browsers, including Chrome, Safari (with WebGL enabled) and Firefox 10. This means you can start playing the games with just one click, no install and no download.

So, tell your friends, family and colleagues and let’s spread some of the Turbulenz happiness to the rest of the world!

Lots more to come soon so stay tuned!

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Score Rush - Beta from Xona Games
Score Rush, a Gamasutra’s Top 5 indie game and winner of NeoGAF’s Gold award, from Xona Games is now live on Turbulenz. Score Rush revives the feeling of classic shoot em’ ups with mind melting fast-paced gameplay and so many bullets on screen to dodge you’ll wish you had an extra finger.
Matthew Doucette, co-founder of Xona Games said: “Turbulenz gives us the opportunity to quickly and easily bring this game to millions of gamers around the world and reach gamers we previously couldn’t. We’ve had a look under the hood to see what else is coming from Turbulenz, and really wanted to get a game on there.”
We’re excited to announce that Score Rush has been built from the ground up as a HTML5 Canvas application, meaning you can play it without the need for installing the Turbulenz Engine. Compatible browsers (such as Chrome) will run the game with almost no discernible difference. As a bonus, we spent some time optimising our engine so it squeezes every last pixel out of your machine, so you’ll usually get a faster, better experience with it installed.
This is the first release of Score Rush, with more features such as leaderboards, badges and multiplayer support to be added in the coming weeks.

Score Rush - Beta from Xona Games

Score Rush, a Gamasutra’s Top 5 indie game and winner of NeoGAF’s Gold award, from Xona Games is now live on Turbulenz. Score Rush revives the feeling of classic shoot em’ ups with mind melting fast-paced gameplay and so many bullets on screen to dodge you’ll wish you had an extra finger.

Matthew Doucette, co-founder of Xona Games said: “Turbulenz gives us the opportunity to quickly and easily bring this game to millions of gamers around the world and reach gamers we previously couldn’t. We’ve had a look under the hood to see what else is coming from Turbulenz, and really wanted to get a game on there.”

We’re excited to announce that Score Rush has been built from the ground up as a HTML5 Canvas application, meaning you can play it without the need for installing the Turbulenz Engine. Compatible browsers (such as Chrome) will run the game with almost no discernible difference. As a bonus, we spent some time optimising our engine so it squeezes every last pixel out of your machine, so you’ll usually get a faster, better experience with it installed.

This is the first release of Score Rush, with more features such as leaderboards, badges and multiplayer support to be added in the coming weeks.

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Space Ark Updated - Now With More Animals
Do you love animals? Do you love cannons? Do you love biblical stories with a science fiction twist? Do you love web standards? Then you’ll love this month’s update to Space Ark that adds the ability to play as a variety of creatures and use new power-ups such as the cannon. Mission 3 is also now live, with 6 new stages.
We’re excited to announce that this version of Space Ark is a HTML5 Canvas application, meaning you can play it without the need for installing the Turbulenz Engine. Compatible browsers (such as Chrome) will run the game with almost no discernible difference. As a bonus, we spent some time optimising our engine so it squeezes every last pixel out of your machine, so you’ll usually get a faster, better experience with it installed.

Space Ark Updated - Now With More Animals

Do you love animals? Do you love cannons? Do you love biblical stories with a science fiction twist? Do you love web standards? Then you’ll love this month’s update to Space Ark that adds the ability to play as a variety of creatures and use new power-ups such as the cannon. Mission 3 is also now live, with 6 new stages.

We’re excited to announce that this version of Space Ark is a HTML5 Canvas application, meaning you can play it without the need for installing the Turbulenz Engine. Compatible browsers (such as Chrome) will run the game with almost no discernible difference. As a bonus, we spent some time optimising our engine so it squeezes every last pixel out of your machine, so you’ll usually get a faster, better experience with it installed.

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TIGA & Abertay game contest short-list announced

We are delighted to announce the short-list for the TIGA & Abertay Games Contest. The contest awards two developers with £25,000 each to develop a Turbulenz game prototype. Details of the finalists and the final day event, to be held in London on 15th March, can be found on the InnovateUK website. Anyone is welcome to attend the event, which is an opportunity to find out more about the concepts and about Turbulenz. Register for free at the above link.

The finalists are:

Many thanks to everyone who entered and congratulations to the six finalists. We look forward to meeting the developers on the 15th March, and to working on two new and exciting games for Turbulenz.

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UBS features Turbulenz in Internet Sector Update

Check out page 21 of UBS’s Internet Sector Update and you might recognise their tip for the technology sector one-to-watch - Turbulenz. We’re the first company featured by UBS in their new series of young and exciting European based Internet companies.

Guess they must have been impressed by our vision for the future of gaming across any Internet connected device. Because this is exactly what JavaScript and HTML5 are enabling. Powered by many of the advancements in the web application platform over the past few years, we’ve steadily been creating a completely new platform for the creation, distribution and playing of games across any suitable Internet connected device.

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£100k games funding contest launched

£100,000 games funding contest launched by Turbulenz in conjunction with TIGA, Abertay and IC tomorrow.

Turbulenz are excited to announce the launch of a £100,000 games contest, whereby four prizes of £25,000 each are available to game developers to build a prototype and use it to secure further funding. The funding, announced by Creative Industries Minister Ed Vaizey at the recent NESTA Investment Conference, comes from Abertay University’s Prototype Fund.

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Award-winning Indie studio, Xona Games, bringing Score Rush to Turbulenz

Turbulenz, the revolutionary new gaming platform for the web, announced today that Xona Games will be releasing the hit Xbox Live Indie Game, Score Rush, on turbulenz.com later this year. Designed by Xona Games, Score Rush is an adrenaline-fuelled scrolling shooter featuring overwhelming firepower, full screen bombs and tons of enemies. Gamers will be able to play the game in the browser later this year at turbulenz.com.

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turbulenz.com enters closed beta with first game. Open beta coming in the summer.

Turbulenz entered an exciting new phase last week with the closed beta launch of the Turbulenz Game Network. For a lucky few, the closed beta is giving gamers early access to the first version of the Turbulenz gaming site, along with access to the first game - Space Ark. We will be increasing the number of beta testers every week, so if you are interested in being one of the first to test out the future of browser games, please register your interest on the front page. Full open beta of the site is planned for this summer.

“It’s great to be able to open the Turbulenz Game Network up to the first gamers. This represents a huge milestone for us. Thanks to everyone who has been taking part, and to all who have registered their interest”, says James Austin, Turbulenz CEO.

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Turbulenz announces Launch Title Funding Programme for Developers

Turbulenz Limited, the creator of the Turbulenz online game creation and publishing platform, has just announced the creation of a Fund for Game Developers.  

The fund, which has been called ‘Launch Pad’, has been created to part-subsidise the development of up to ten games developed on the Turbulenz gaming platform.  It is open to anyone from established game developers, indie developers, single developers, or even groups of friends thinking of setting up their own business.

Launch games on the platform will benefit from an extensive consumer marketing programme coinciding with the launch of Turbulenz in 2011. Anyone can apply and the closing date is Friday 14th January, 2011.

Turbulenz, founded in early 2009, is a game creation and publishing platform that allows developers to rapidly create, publish and monetise a new generation of online browser games.  Its mission is to empower game developers to create the world’s greatest game experiences. “We are very happy to put our money where our mouth is - Turbulenz is a stunning platform and we want to make it as easy as possible for games developers to realise its possibilities,” says James Austin, the CEO of Turbulenz.

Interested Game Developers are invited to register for the ‘Launch Pad’ funding at www.turbulenz.com

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UK game technology developer Turbulenz raises over $5 million

Turbulenz Limited, the developer of the Turbulenz online game creation and publishing platform, announced today that it has raised over $5 million in funding.

Turbulenz is a game creation and publishing platform that allows developers to rapidly create, publish and monetise a new generation of online browser games. Its mission is to empower game developers to create the world’s greatest online games. The funds will be invested in continued technology development and commercialization of the platform when it launches in 2011.

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