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How to Build a Browser Game?

GigaBrain scanned 53 comments to find you 42 relevant comments from 10 relevant discussions.
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How to make a browser game?
r/gamedev • 1
How are lightweight browser games usually built?
r/gamedev • 2
Browser Based Game Dev Tips?
r/gamedev • 3
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How to Build a Browser Game

TL;DR Start small with simple projects, leverage game engines like Phaser or Unity for ease of use, and gradually build your skills in JavaScript and web technologies.

Starting Small

If you're new to programming or game development, begin with simple projects. Creating basic games like tic-tac-toe can help you understand the fundamentals of game design and coding [1:4]. It's important to start small to avoid being overwhelmed by complex features such as multiplayer networking, which can be challenging for beginners [1:1].

Choosing Tools and Engines

Several tools and engines are suitable for building browser games. For lightweight games, using vanilla JavaScript or TypeScript with libraries like Three.js or PixiJS is recommended [2:2][2:6]. Phaser.io is another popular choice for 2D games and provides a structured environment for development [3:5][4:4]. Unity WebGL can also be used, although it may not be optimal for all types of browser games due to its larger file size [2:10][4:3].

Performance Considerations

Performance is crucial for browser games, especially if you want them to run smoothly on various devices. Using lightweight frameworks and optimizing assets can significantly improve load times and performance [2:8]. Developing with performance in mind from the beginning, such as testing on lower-end devices, can ensure broader compatibility [2:9].

Online Features and Hosting

For games that require online elements, consider using Node.js for server-side logic and websockets for real-time communication [3:1]. Starting with a localhost server setup can help you test and develop these features before deploying them [3:3]. Hosting platforms like Armorgames, Newgrounds, or Poki can provide exposure once your game is ready [2:3].

Learning Resources

To enhance your skills, explore resources like the gamedev wiki [1:2]. Practical experience is invaluable, so continuously work on projects and experiment with different tools and techniques. Engaging with communities and forums can also offer support and inspiration during your development journey.

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Source Threads

POST SUMMARY • [1]

Summarize

How to make a browser game?

Posted by [deleted] · in r/gamedev · 6 years ago
04 replies
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ORIGINAL POST

I want to be able to make a browser game, something like Slope or a simple .io game. But I have no idea how to do it or where to start. What language do I use? Do I use a game engine? How do you piece the drawing and programs together so that they will work as one?

​

Can any of you offer me any help? Thank you!

4 replies
T
themoregames · 6 years ago

https://www.reddit.com/r/gamedev/wiki/getting_started

4 upvotes on reddit
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benjymous · 6 years ago

How much programming experience do you have? If it's none, I'd start with making very basic things, rather than trying to make a multi player online game - networking stuff is hard to get right - impossible if you're learning as you go along!

You can export web games from most engines nowadays - Unity, Construct2, Game Maker, Phaser, etc. It really depends on your level of programming skill, again, and if you are more proficient with any particular languages

If you've got no programming skills at all, Game Maker is probably a good place to start

1 upvotes on reddit
[deleted] · 6 years ago

I've got some but very little skill in Java and HTML. I heard somewhere that games can take more than one language to develop and I would like to avoid that. Is there any way I can learn the necessary skills to make video games?

1 upvotes on reddit
JerryDruid · 6 years ago

Best way to learn is by doing it. Just start with something simple like tic tac toe.

2 upvotes on reddit
See 4 replies
r/gamedev • [2]

Summarize

How are lightweight browser games usually built?

Posted by mojang_suck · in r/gamedev · 2 months ago

I’ve been thinking about how some really simple browser games end up getting a ton of attention despite having no downloads, no signups, and minimal visuals.

For example, I stumbled across one recently — a basic obstacle course style game, runs directly in the browser, no account needed. I think it's called Ice Dodo or something like that.

What I'm curious about is:

•What kind of tools or engines are typically used to build something like that? Unity WebGL? Three.js? Something more custom?

•How do devs usually handle performance, compatibility, and browser issues?

•And on the marketing side - how do these kinds of games even spread? Especially when there's no app store, no Steam page, and no ad budget?

It kind of reminds me of the Flash game era, where simplicity and accessibility were the biggest hooks. Would love to hear from anyone who’s worked on small web games or has insight into this niche.

12 upvotes on reddit
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PhilippTheProgrammer · 2 months ago

If you want the game to be as lightweight as possible, then nothing beats vanilla.js. Any framework or even game engine is going to include a ton of stuff you don't even use but which still needs to be downloaded by the user on startup.

But if you want 3d rendering of sufficient quality, then building your own based on WebGL / WebGPU is going to be torture, so you might opt for a compromise here and use something lightweight like three.js (~0.5 MB when minified).

Another option you might consider is to write the core game logic in a programming language that compiles to WebAssembly. WASM code can be more compact and performant than the corresponding JavaScript (but YMMV depending on the quality of the WASM compiler toolchain you are using).

3 upvotes on reddit
mojang_suck · OP · 2 months ago

That’s a really good point. I’ve seen a few browser games recently that load almost instantly but still manage decent 3D and smooth movement. Makes me wonder if they’re using something like Three.js with super optimized assets, or if they’re leaning into WebAssembly for speed.

2 upvotes on reddit
crankyfuse · 2 months ago

Probably ThreeJS or perhaps using something like addressables in Unity to load content on the fly. That way you keep build size to a minimum for displaying content asap.

I’ve made a good amount of browser games for work using Unity, and probably the most annoying thing is browser performance differential.

Shameless plug, here’s a personal one I made recently (desktop): CRABS

2 upvotes on reddit
the_lotus819 · 2 months ago

I build my demo as web game using Unity. The size of pretty small if you're careful with the assets you put in.

There's some popular web portal that you can upload to, armorgame, newgrounds, poki, ...

3 upvotes on reddit
rio_sk · 2 months ago

If you don't plan to build a fully fledged engine but a game (with reusable code) go for webgl and vanilla js (or typescript). It mostly depends on features your game needs, if it's simple so no complicated physics I would try webgl or three js

2 upvotes on reddit
asinglebit · 2 months ago

Im building mine with js/ts + pixijs for rendering

14 upvotes on reddit
mojang_suck · OP · 2 months ago

Interesting, thanks for sharing. Do you think PixiJS could handle something like that obstacle-style browser game I mentioned? It seems smooth despite being super lightweight. I wonder if they’re doing custom canvas or WebGL under the hood

3 upvotes on reddit
asinglebit · 2 months ago

There are usually no browser issues as long as you make sure the opengles version is supported and your shaders are using supported models and keywords

4 upvotes on reddit
P
PhilippTheProgrammer · 2 months ago

The size of your assets is something that is 1. independent from your technology stack and 2. something you have full control over.

The engine runtime environment isn't under your control.

And with most game engines you usually only have very limited control over the asset loading strategy. With vanilla javascript, you must implement your own loading, so you can precisely control when to load what. You can, for example, show the title screen before all the assets have been loaded. Yes, some game engines give you some control, like Unity with its optional Addressable Assets system that allows you to manually trigger the loading of assets at runtime. But that still doesn't give you control over everything the engine needs to load until it gets to the point where it is even able to run your scripts that manage asset loading.

2 upvotes on reddit
the_blanker · 2 months ago

Some time ago I made 3D car racing game that runs in browser using webgl and it had over 50FPS on a $50 phone (myPhone Pocket, Android 6.0, 512MB RAM, 4GB flash, at one point it sold for $42). This was around 2017, but it still works. It was originally android app (using webview) but then I made it normal browser game.

The "trick" is to not use any frameworks but use webgl directly and from day 1 develop on old phone and measure performance in each step and optimize the code from the begining. So not really a trick, just a conscious effort from the beginning.

Before I started I tried 20 different webgl engines (simple rotating textured cube) and only 2 had full 60FPS, most were 20 FPS or less. You can do the same, careful optimized code and performance testing from the beginning, careful caching where it applies (for example in one other game I even had to cache labels because they took too much time to render, etc...).

Compatibility I tested in everything I could get my hand on, google play had testing on 7 or so phones and it saved video from the test, this is how I found out that some phones at that time didn't supported html grid so I used flexbox instead.

I didn't do any marketing, it was free game.

5 upvotes on reddit
mojang_suck · OP · 2 months ago

That’s actually impressive, especially hitting those frames on such low-end hardwaer. Makes sense that skipping frameworks and going raw WebGL gives you more control, especially when every KB counts. Do you think this kind of ‘old phone first’ dev mindset is still relevant today, or is it overkill now that most people have stronger devices? I’ve seen a few browser games recently that clearly prioritize speed over visuals, and it makes me wonder if this approach is quietly making a comeback.

1 upvotes on reddit
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Bibibis · 2 months ago

Not really, if you create a completely empty Web project on Unity and build it optimizing for file size it's already 10MB. That's massive! On my internet connection that's at least 2s of load time

2 upvotes on reddit
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r/gamedev • [3]

Summarize

Browser Based Game Dev Tips?

Posted by [deleted] · in r/gamedev · 4 years ago

So I’m pretty new to making games, and I wanted to start with something simple but still online. I was thinking something story-heavy and text-based would be in my wheelhouse as a newbie. Looking for:

  • Experiences in browser based game dev
  • Tools and hosting recommendations
  • General tips / suggestions
  • Also I’m not married to the idea of browser based but I do want online / to elements, so info on alternatives would be helpful too

Thanks :]

3 upvotes on reddit
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korkof · 4 years ago

The important question is why "online"? What do you want on the "online" part? Multiplayer? Available without having to download anything? Cross Platform?

If you want multiplayer, or if you want saves, you will need a server and that's more than just a single standalone javascript game which can be hosted pretty much everywhere.

On the library part, I tend to use Phaser. It's pure javascript so pretty good for standalone game. You can also use powerful engines like Unity which can convert into HTML5 (not really that good of a conversion, really buggy).

On the server side, if you need one, again, depends on what you need. If you want multiplayer with real time interactions, maybe nodejs can be a good way. But if it's just to store saves, any web language can be enough. I tend to use PHP for that.

1 upvotes on reddit
[deleted] · 4 years ago

The idea currently is for a real time discovery game, and as for what I need the web for:

  • Unique items generated and placed on the “map”, and can be collected by only one player
  • A system for trading, sharing, and displaying unique items
  • An online catalog that updates as items are discovered, populated with user generated notes / images.
  • A forum to discuss the items and facilitate trade/information exchange.

This is the “Grand Vision” version of the game though. Not a line of code has been written.

1 upvotes on reddit
korkof · 4 years ago

So you want to have a single map with multiple players on it at the same time and they can see each other. So yeah I would have gone for Phaser on the client side, and NodeJS (websockets) on the server side.

1 upvotes on reddit
D
dreamrpg · 4 years ago

Start with localhost server.

You can try nodejs and some xamp for that database.

Learn javascript.

No need to worry on hosting.

3 upvotes on reddit
Sokkernr1 · 4 years ago

What he said + react might be interesting and helpful for you

1 upvotes on reddit
tosutostudio · 4 years ago

Hey, you should check Twine : https://twinery.org/

2 upvotes on reddit
[deleted] · 4 years ago

I’ll consider it but I don’t think it does any of the heavy lifting in areas I need it most.

3 upvotes on reddit
tosutostudio · 4 years ago

No it's really story-oriented, but it could help for prototyping :)

2 upvotes on reddit
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tewnewt · 4 years ago

Mobile browsers suck green donkey dicks.

1 upvotes on reddit
See 9 replies
r/gamedev • [4]

Summarize

How would I go about making a browser-based game?

Posted by [deleted] · in r/gamedev · 5 years ago

Hey /gamedev, I'm looking to learn how to make a browser-based game (or at least where to start). I have a basic understanding of web development and I've done a bit of Googling but haven't found much on browser games.

I'd like to start with a small 2D top down rpg style project to learn most of the basics. And if possible I'd like to stick with JS or something similar as I have the most experience with it.

I'm not sure if I should use a game engine such as Unity/UE4 or use a different program that makes developing browser based games easier.

Thanks in advance for reading and/or replying.

4 upvotes on reddit
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anlumo · 5 years ago

Take a look at pixijs.

3 upvotes on reddit
elpenny · 5 years ago

Unity WebGl target is rather... peculiar offspring xd. But it works most of the time and will try to convince you, that you are not doing webdev, which is noice.

1 upvotes on reddit
myDogHasDreams · 5 years ago

Phaser.io is what I'm using. Its a popular one.

1 upvotes on reddit
joergjaeckel · 5 years ago

I am using p2.js as physics engine and bind three.js objects to their position in render loop (mainloop.js). Like this you can freely choose physics and render engines. Phaser.io or similar will at least do the same and give you some important classes and structure to create your game.

1 upvotes on reddit
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r/gaming • [5]

Summarize

I want to make a Browser Based Game.

Posted by MemeySlick · in r/gaming · 6 years ago

I want to make a Browser Based game but don’t want it to run alone, I’m not very skilled. I’m good at marketing and stuff and getting players. I’ve made websites in the past and own a domain for the site. But I’ve never attempted to make a game or anything like that. If Interested HMU

2 upvotes on reddit
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RawTack · 6 years ago

I originally read this as “I want to make a Bowser based game.” And i immediately said, “BRILLIANT.”

1 upvotes on reddit
MemeySlick · OP · 6 years ago

That’s about it, I’m just not good at coding and that sort of stuff. I’ve created website in the past but never worked on a game or browser based games.

1 upvotes on reddit
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r/gamedev • [6]

Summarize

How difficult is it to create a browser-based gaming site? Games are already made, like 80s/90s arcade games, just need to play them and is there a way to create them to be remote multi-player?

Posted by maddoxdp · in r/gamedev · 4 years ago

Any advice is appreciated.

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AStonedCook · 4 years ago

Besides the legality question (which is incredibly important) the difficulty of the website is based on how you will run the games.

Any website is just a domain name routing system connecting to a web server. Every web page is just html/css and then a backend language connecting to the web server.

The technical problem won't necessarily be hosting the games depending on how the game is run (flash is dead). The problem will 100% your data throughput cost. The amount of data you are sending out with legally hosted games is going to be massive, especially if you try to implement multiplayer.

I have a degree in software engineering mostly doing web development with php/mysql. I've hosted through Digital Ocean and I can estimate that at the lowest minimum cost just to maintain the website is going to be around $20 - $40/mo just the webserver.

If you are using illegally sourced games and charging a fee to pay the upkeep of the server (nevermind the cost of multiplayer) then you are very open to your domain registrar from cutting your routing services or even voiding your contract (I use Google which normally does 2 year contracts based upon the .extension)

1 upvotes on reddit
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K900_ · 4 years ago

What do you mean by "games are already made"? Are you trying to run other people's games on your website? That's horribly illegal.

5 upvotes on reddit
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r/gamedev • [7]

Summarize

As someone who has only done web and backend devolopment, how do I get into games?

Posted by MeTheMac · in r/gamedev · 2 months ago

Hello,

I’ve been programming off and on as a hobby for the past four or five years. I‘ve done lots of work in Python, HTML, CSS, and Java. I’ve also touched on C++ and a number of other languages.

I’ve always wanted to make a game, whether mobile or desktop but I have no idea how. I’ve tried Kaboom.js, but I don’t know if web games are for me. Does anyone have advice on how I could get into game development? I’m not a great artist or anything, so I’m not even sure how to get/make graphics.

Any advice is appreciated! Thank you so much :)

6 upvotes on reddit
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DevUndead · 2 months ago

I'm can recommend Godot, as it is quite easy to get into and has great documentation. There are also a lot of tutorials and addons to support your work. For assets I would recommend to get a style which you are able to work with. Pre-Paid assets are great for starting, but you need tp be able to tweak them manually. So my recommendations: For 2D like a simplistic style flat colored, vector based like Limbo or Super Hexagon, Pixelart like Terraria, Moonlighter. 3D you can go low/mid poly, flat colored (or gradient texture) like Art of Rallye, Untitled goose game

1 upvotes on reddit
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therealoptionisyou · 2 months ago

Just pick any game engine and start doing tutorials. Personally I recommend Unity because I find their official tutorials from Unity Learn easy to follow.

9 upvotes on reddit
CC_NHS · 2 months ago

this is basically exactly what I was going to suggest, even same engine for same reason. without any further criteria, I tend to default to Unity being the most generally good starting point for game dev, most tutorials and good assets etc

2 upvotes on reddit
Schmuckpunkgames · 2 months ago

No advice really other than treat it the same way.  I worked as a software dev for 7 years, got laid off back in March, and have been working on a game since.  Read tutorials/docs, look at reddit/stack overflow, etc.  The only difference I've had is watching tutorials - can't say I ever watched videos on Kubernetes or Kafka.  Otherwise Its all the same so far (though I've yet to attempt 3D models lol, I imagine my advice won't go quite as far there).  Assuming you did it professionally in any capacity, it helps me to structure my work the same way: tickets with AC and DoD, Sprints, tech specs/one pagers, etc.

4 upvotes on reddit
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GxM42 · 2 months ago

I did it. I just choose engines that allow me to transfer my skills a bit better (strong OOP, in my case). If I can do it, so can you!

1 upvotes on reddit
Powerful-Ad8005 · 2 months ago

Look i personally think game development industry is worst of all, because of the crunch time, low salary and in india the community is so trash. I know game dev is super fun but the Harsh reality is game dev in india is so dead. You can try freelance or indie development but you need to stay consistent like 6-7 years to start earning some decent money, you can try remote globalization if your so interested in game dev.

2 upvotes on reddit
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r/linux • [8]

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Building Ebitengine Games for Web Browsers (Tutorial)

Posted by tslocum · in r/linux · 16 days ago
youtube.com
5 upvotes on reddit
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tslocum · OP · 16 days ago

This video complements the text tutorial at https://trevors-tutorials.com/0009-building-ebitengine-games-for-web-browsers/

Trevors-Tutorials.com is where you can find free programming tutorials. The focus is on Go and Ebitengine game development. Watch the channel introduction for more info.

1 upvotes on reddit
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r/golang • [9]

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Building Ebitengine Games for Web Browsers (Tutorial)

Posted by tslocum · in r/golang · 16 days ago
post image
youtube.com
7 upvotes on reddit
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tslocum · OP · 16 days ago

This video complements the text tutorial at https://trevors-tutorials.com/0009-building-ebitengine-games-for-web-browsers/

Trevors-Tutorials.com is where you can find free programming tutorials. The focus is on Go and Ebitengine game development. Watch the channel introduction for more info.

3 upvotes on reddit
See 1 replies
r/foss • [10]

Summarize

Building Ebitengine Games for Web Browsers (Tutorial)

Posted by tslocum · in r/foss · 16 days ago
post image
youtube.com
2 upvotes on reddit
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tslocum · OP · 16 days ago

This video complements the text tutorial at https://trevors-tutorials.com/0009-building-ebitengine-games-for-web-browsers/

Trevors-Tutorials.com is where you can find free programming tutorials. The focus is on Go and Ebitengine game development. Watch the channel introduction for more info.

1 upvotes on reddit
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Related

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What programming languages are used to build browser games?

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AI Answer

🤖

How to build a browser game?

Key Considerations for Building a Browser Game

  1. Choose a Game Concept:

    • Define the genre (e.g., puzzle, platformer, RPG).
    • Create a simple game design document outlining gameplay mechanics, story, and objectives.
  2. Select Technologies:

    • HTML5: For structure and content.
    • CSS: For styling and layout.
    • JavaScript: For game logic and interactivity.
    • Consider using game frameworks/libraries like Phaser, Three.js (for 3D), or Unity WebGL.
  3. Game Development Process:

    • Prototyping: Start with a basic version to test gameplay mechanics.
    • Development: Build the game incrementally, adding features and refining gameplay.
    • Testing: Regularly test for bugs and gameplay balance. Gather feedback from players.
  4. Graphics and Sound:

    • Use tools like Adobe Photoshop or GIMP for graphics.
    • Consider royalty-free sound effects and music from sources like FreeSound or OpenGameArt.
  5. Deployment:

    • Host your game on platforms like itch.io, GitHub Pages, or your own website.
    • Ensure it’s optimized for different browsers and devices (responsive design).
  6. Monetization (Optional):

    • If you plan to monetize, consider ads, in-game purchases, or a premium version.

Recommendation: Start small with a simple game idea to learn the development process. As you gain experience, you can tackle more complex projects. Utilize online resources and communities (like forums or Discord groups) for support and feedback.

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