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I was thinking about making a 2D MMO which I would in the long run support on various plattforms like desktop, mac, browser, android and ios.

The server will be c++/linux based and the first client would go in the browser. So I have done some research and found that webgl and flash 11 support hardware accelerated rendering, I saw some other things like normal HTML5 painting.

So my question is, which technology should I use for such a project? My main goal would be that the users have a hassle free experience using what there hardware can give them with hardware acceleration. And the client should work on the most basic out-of-the-box pc's that any casual pc or mac user has. And another criteria would be that it should be developer friendly. I've messed with webgl abit for example and that would require writing a engine from scratch - which is acceptable but not preferred. Also, in case of non-actionscript, which kind language is most prefered in terms of speed and flexability. I'm not to fond of javascript due to the garbage collector but have learned to work around it.

Thank you for you time.

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closed as not constructive by Byte56, Tetrad Dec 10 '12 at 18:42

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"Which tech should I use" questions are off topic for the site. See the faq. And this question on our meta: meta.gamedev.stackexchange.com/questions/695/… –  Tetrad Dec 10 '12 at 18:42

2 Answers 2

The best technology IMHO is HTML5. Because it has got some good support already and will be getting more very soon plus adobe is deprecating Flash.

http://blogs.adobe.com/conversations/2011/11/flash-focus.html

For 2D development, you dont need WebGL or Hardware Acceleration (although it is a good thing) you can simply play around with the html5 canvas tag, i would recommend the following library: http://www.createjs.com/#!/EaselJS it is javascript but similar to AS3 which might be what you want, i am learning it and have found it to be very useful, please note that it is being sponsored by Adobe and Microsoft so hopefully it is a good investment to make.

I Hope it helps :) best of luck for whatever you are trying to achieve :)

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Adobe deprecating Flash for mobile apps. Also html5 sucks in terms of performance versus Flash 11. Html5 needs very long long path before it will same as today flash. I opened EasylJS Caching demo. OMG, it give me 15 fps on modern PC. Flash 9 can do much more then this "cached&fast" canvas. Html5 is good for banners. Use flash or Unity for MMO. Html5 just sucks. –  Denis Ermolin Dec 10 '12 at 7:25
    
@DenisErmolin I agree for most part, but this guy is asking for a technology to run games in Mobile/Desktop environment, i don't think it is going to take very long to mobile browsers to get better overtime, plus if you invest in flash now, you will have to redevelop the whole thing to convert it into HTML5 later which would double the cost in terms of time and money too (if you have a team for example). –  Shaheer Dec 10 '12 at 7:31
    
There is no need to convert it into html5. What is the point doing it? –  Denis Ermolin Dec 10 '12 at 7:32
    
Because he wants to make browser games? I don't know if Unity apps can run on browsers. –  Shaheer Dec 10 '12 at 7:40
    
unity3d.com/webplayer. The only bad thing that it doesn't support Linux platform –  Denis Ermolin Dec 10 '12 at 8:09

Just use Flash or Unity. Give up html5. Any Unity or Flash 11 app converts to native client on IOS / Android.

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