HTML and CSS Reference
In-Depth Information
Conclusion
You should now be familiar with different areas that affect the loading times of HTML5 games. By considering the
techniques mentioned for caching, data compression, hosting, and data arrangement applied to your game content,
we hope it helps you achieve performance improvements in your HTML5 game.
The Turbulenz team has worked hard in the area of optimization to make sure that not only our own games, but
games of other developers, including those using the Turbulenz Engine, take advantage of these techniques. Surely
there will be many more cost-saving measures in the future as the technology progresses, which we hope to exchange
with other developers to ensure that HTML5 and the Web continues to be a powerful and exciting medium for
distributing games.
Acknowledgements
I would personally like to thank Michael Braithwaite, David Galeano, Joe Kilner, Blake Maltby, and Duncan Tebbs for
their insights into the inner workings of the Turbulenz Engine, their in-depth knowledge of browser technologies,
and their feedback. I would also like to thank the rest of the Turbulenz engineering team and Wonderstruck team for
constantly pushing the boundaries of what is possible with HTML5 and for making great browser games, which are
the driving force for much of the content of this chapter.
 
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