Preface

I wrote this book to scratch an itch, but also because I could see the potential in the (at the time) nascent HTML5 gaming community. I wanted to help developers navigate the wilderness of HTML5 and learn about Canvas, WebGL, and SVG, along with best practices for each.

It sometimes took a bit of discussion to convince developers that HTML5 wasn’t just a plaything. They were surprised to learn they could have rich content with all the niceties of a desktop application—such as double buffering, hardware acceleration, and caching inside the confines of the browser without a plugin. Many of them considered Flash as the sole option. It was interesting to watch the tides turn from “Flash for everything” to “Use Flash only where there are HTML5 ...

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