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Open Source The Internet Games

Turbulenz HTML5 Games Engine Goes Open Source 27

Posted by Soulskill
from the go-forth-and-gamificate dept.
New submitter JoeKilner writes "The Turbulenz HTML5 games engine has been released as open source under the MIT license. The engine is a full 3D engine written in TypeScript and using WebGL. To see what the engine is capable off, check out this video of a full 3D FPS running in the browser using the Turbulenz engine and Quake 4 assets. You can see some of the games already developed with the engine at Turbulenz.com. (Note — to try the games without registering, hit the big blue 'Play as Guest' button.) Also, IE doesn't have WebGL support yet, so to play without a plugin try Chrome or FIrefox."
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Turbulenz HTML5 Games Engine Goes Open Source

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  • by Billly Gates (198444) on Friday May 03, 2013 @03:03PM (#43623039) Journal

    Why? Ask any phb and they will tell you it is a must for any client. All corporate sites continue to function so the issue must be the developer!

  • Just for the sake of clarity.

    It would be nice if a low level audio system WAS part of HTML5 though.

    Then we could really game game game away...

    • Is Web Audio [w3.org] not good enough for you?
      • by Assmasher (456699)

        Yay! They picked one :).

        I was wondering if it would be Google's (which it is) or Mozilla's (they had a good low level proposal as well.)

        Thanks, I haven't evaluated it for a year, great to know I can finally manage the buffers myself.

        Cheers!

  • First off, I admire this effort and the choice of MIT license, but I am also wondering whether the source is already available to anyone who plays the games, since they are run on the client? Am I missing something?
    • The source was already "open" before today, but under a non-free license. It was permissive, just requiring you to give Turbulenz Ltd. the option to publish your game on Turbulenz.com, and letting you do whatever else you wanted. Problem is, that would legally require you to use the Turbulenz.com API in your game's asset pipeline, even if your game didn't really need any of its features. So the MIT license gets around this restriction, with the added benefit of Slashdot coverage because OMG FOSS.

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