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Learning HTML5 Game Programming: Build Online Games with Canvas, SVG, and WebGL by James L. Williams

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11. Publishing Your Games

The first ten chapters of this book dealt primarily with learning about HTML5 and associated technologies and developing games. In this chapter, we shift our focus and cover how to deploy your games with a good measure of optimization thrown in. Applications on the Web live and die based on their speed. Optimization and effective use of offline cache are important pieces of the puzzle when pushing out your work to the masses.

Optimizing Your Game’s Assets

We are making games, so lots of our payload will be in the games’ logic. In an attempt to write code that you will understand in six months’ or a year’s time, you may have painstakingly commented and formatted your code. Or not. The problem with all those comments is ...

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