<story><title>HTML5 Game Engine</title><url>http://www.kesiev.com/akihabara/</url><text></text></story><parent_chain></parent_chain><comment><author>chime</author><text>I&apos;m so psyched by the idea of games in HTML/JS. I&apos;ve made a few games in Canvas myself using Processing.js: &lt;a href=&quot;http://games.zetabee.com/&quot; rel=&quot;nofollow&quot;&gt;http://games.zetabee.com/&lt;/a&gt; but frankly I&apos;m amazed at the Akihabara games. I realized Processing.js was cool but I don&apos;t think it lends to raw speed as well as these games. I think I&apos;ll be making a lot more games in JS in the near future. Thanks for this link sandaru1.&lt;p&gt;Edit: Having looked into the source code... wow! For the &quot;capman&quot; game, he&apos;s creating the game map using ascii art and his &quot;help.js&quot; library has a function just for that: asciiArtToMap. This takes me back to the early 90s when making games meant you had to bitblt sprites and worry about every byte in the RAM. His library is great if you want to make sprite-based 2D scroller-type games but I don&apos;t know if it is easier to roll your own mini-library or use his for other types of games (e.g. puzzles). However, the source code itself is very extensive and I can certainly see the gamebox.font library being very useful for JS games.</text></comment>
<story><title>HTML5 Game Engine</title><url>http://www.kesiev.com/akihabara/</url><text></text></story><parent_chain></parent_chain><comment><author>ZeroGravitas</author><text>Between this and the Apple iAd demo in HTML5, which notably demo&apos;d pressing the screen and getting an &apos;inline&apos; audio response instead of throwing you into a media player, a basic feature of most simple games currently missing from Mobile Safari, I think this is just about to get interesting.</text></comment>