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2

I would just go for it and use all the HTML 5 that I can. I think that if the website is designed as a gaming site, people that come to the site with a browser that doesn't run your games would have no problem coming back with a compatible browser if they have to.


1

Yes. There is always a large risk in what you can support and what you can't on the web. The best web developers will develop fallbacks for older web browsers that can't parse the new tags. However, if you're looking into just using things like canvas you'll probably be fine. Examining the list of browsers people are using indicates that this element is ...


2

If you already have a website you should look at your analytic s and see the browser distribution of your users. The news website that I work for averages 1.8 million visits a day, of which about 65% is from browsers that wouldn't support many HTML5 APIs that I'd use in a quality game. See what your users use, then make a decision based on that. Obviously ...


-1

I'm not a professional, but I started right where you are. First off, it really doesn't matter what language you choose, just pick one and stick with it. If you've been programming for a while, and you understand the core concepts, you should be able to switch between languages relatively quickly. Once you understand core concepts of programming, learn ...


1

What you need is a priority queue with the time of event as priority. If you create an event that will happen in 5 hours, you add it to the priority queue; it will probably be inserted somewhere in the back as in 5 hours has a low priority. Your main event-loop will constantly work on your priority queue and will check if the priority of first even is now. ...


3

It's simple arithmetic and requires no loops or periodic DB updates. The player has a rate of resource gain. This is fixed until some external stimulus happens like the player buying an item to change speed. You need only know the current speed and resource counts for this to work. Take the current time. Take the last time the resource counts were ...


2

I've done things like this before using delta timing. Here is an example: int millisecondsThatPast = 0; int numberOfPowerUpsToGive = 0; int timeForEachPowerUp = 0; public void setTimeForEachPowerUp(int timeInMilliseconds) { timeforeachPowerUp = timeInMilliseconds; } public void onGameUpdate(int delta) { millisecondsThatPast += delta; int n = ...



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