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Storytime and Loading - HTML5 Game Development

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    In the early '90s, CD-ROM's burst onto the scene starting first with computers
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    and then actually moving to consoles. Of course, with it became larger asset
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    sizes as well as increased load times. See, the medium of actually getting data
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    off of a CD-ROM was much slower than cartridge counterparts were for earlier
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    game systems. This means for the first time in history, game developers are
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    actually forcing users to stare at a very, very boring screen that just told
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    them content was loading. This of course was because the assets took time to
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    get into memory and they weren't being streamed of disc fast enough. More
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    importantly, game developers didn't really have the proper knowledge of how to
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    work around this problem. Most of the architectures back then were
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    single-threaded, which meant all the file iO was actually synchronous, or
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    blocking, so they had to come up with very, very tricky mechanisms to load data
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    and render that little UI. Now for grits we run into the same problem. If a
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    user is on a very, very slow connection, it's actually going to take a lot of
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    time to stream that data in. For our purposes we actually employ an
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    asynchronous asset loading methodology. Which means we can actually render
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    things to the screen, while actually pulling data in from the net. And that's
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    what we're going to talk about here in just a bit.
Tytuł:
Storytime and Loading - HTML5 Game Development
Opis:

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Video Language:
English
Team:
Udacity
Projekt:
CS255 - HTML5 Game Development
Duration:
01:07

English subtitles

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