The goal of the Games Community Group is to improve the quality of open web standards that games developers rely on to create games. To achieve its goal, the Games community group will:
Track specifications and vendor implementations related to open web games.
Recommend new specifications to be produced and find group homes for them.
Refine use cases to communicate specific needs of games.
Suggest refinements or fixes to existing specifications to better meet the needs of the game development community.
Explore capabilities —APIs, semantics, techniques for rendering, processing, personalization, customization, interoperability, etc.— that developers can leverage to localize games and guarantee that they are accessible.
Evangelize specifications to browser vendors.
Document how to best use open web standards for games.
Evangelize open web standards to game developers and game development best practices to web developers.
During June’s meetup we also reviewed the goals of the group, and discussed the plans for the future. We aim to continue with the online meetups happening every two months, so expect another one around the end of August!
The Games Community Group was created end of 2011, following a W3C workshop on Web games organized in Warsaw, Poland. The group investigating game needs for a few years, the Web platform evolved to address most of these needs, and the group progressively became dormant, patiently waiting for a wake up signal…
A second W3C Workshop on Web Games, organized in 2019 in Seattle, USA, provided the wake up signal and the group is now back to life, exploring new (and remaining!) pain points for Web game developers, and reviewing Web technology proposals that could impact games.
This is a proposal for addition of a zoom-independent version of window.devicePixelRatio to HTML5.
Before Firefox 18 and Chrome 25, to make a 3D (WebGL) game drawn in HD, we could set the scale in <meta name="viewport"> to 1 and multiply the size of 2D things (HUD elements, menus) by window.devicePixelRatio.
However, since these versions of the browsers, devicePixelRatio started to take browser zoom level into account.
While the change works perfectly for loading of high-resolution versions of <img> images and background-images, it has been impossible to draw HUD elements in HD 3D games with correct sizes since that.
Glossary of this proposal
DPR – zoom-dependent window.devicePixelRatio.
Old DPR – devicePixelRatio behavior before Firefox 18 and Chrome 25.
New DPR – devicePixelRatio behavior since Firefox 18 and Chrome 25.
With the old DPR, when <meta name="viewport"> scale is 1, we could simply multiply the size of HUD elements by DPR to get resolution-independent size of the element (so that it doesn’t look too small too dense displays):
Like our last summit, the goal of this town hall is to track the implementation of specifications this group has already recommended and extract and document new recommendations.
If you are planning to come to the Town Hall, please take the next month to continue to review the missing features/APIs we documented at our last meeting, file bugs with the browser vendors against them, and collect new features to propose to the group.
If you cannot make it on March 4th, feel free to discuss issues you care about on the mailing list, and send your proposals to me to be presented to the group. Take a look at our last report for examples of how to propose a new feature.
Review the status and viability of recommendations collected at the last W3C Games Summit, collect new recommendations, and discuss strategies for communicating Open Web Game development tools to the general public.
End of September 2011, a group of people passionate about games development and Web technologies gathered in Warsaw, Poland, next to the onGameStart conference, to discuss game developers needs for the next Open Web Platform.
During this half-day workshop, discussions covered more than 20 features that would ease the development of cool games using regular Web technologies. Some of these features were highlighted as candidate features worth including in potential Web standards (e.g. Joystick API, hardware feature detection, orientation lock), others as already being standardized, yet others as requiring more discussion, not a priority, not directly relevant, or out of scope of W3C. Check the full report for details.
The creation of a Games Community Group was proposed at the end of the workshop to pursue discussions, push for features of interest to be addressed by W3C working groups, monitor standardization progress, and otherwise serve as entry point for the games community in W3C. And this is how the Games Community Group came to life!
While the group starts to organize itself, I encourage you to join the group (simply follow the corresponding link on the right side of the group’s page) and introduce yourself and what you expect from the group on the public mailing-list firstname.lastname@example.org (with public archives).