But why?!
Why this blog?
Because since 2019, I have a lot of fun with ct.js, so I want to share. : )
Because for many years, I’m into gamedev, I tested dozens of frameworks and game engines: ct.js is top-notch!
Why ct.js is top-notch?
Because it’s solid and powerful (based on Pixi.js).
Because it’s a good balance between “do everything yourself frameworks” (like the awesome Löve) and “clicks box engines” (like Unity and such).
Because it’s perfect for jam and fast prototyping.
Because it’s javascript and javascript is everywhere, popular and more and more powerful.
Because it’s modular: you can easily create a module to take benefit of that huge javascript ecosystem.
Because it’s clean visually and workflow-wise.
Because it’s open-source.
Because CoMiGo, the creator, has a clear vision of what should be a modern game engine.
I could go on like this (ct.js supports skeletal animations, shaders, has a dialogue system, a real-time particle editor, etc.).
But maybe some of you would think:
“It’s too cool to be true!”
“You’re just a fanboy!”
“Where is the trick?”
Well, honestly, there is none imo.
The only drawback I can find is: the ct.js community is growing but still small.
We need more games, more tutorials, more examples, more contributors, etc.
So that blog! ; )
What method?
Ct.js was made to be beginner-friendly, and I will try to follow that line.
I see that blog as a kind of starter pack for newcomers (new to ct.js or even new to code).
So, I plan to show simple and useful examples.
No fancy code structure, no pedantry, just cool and fun pieces of code.
By the way, dear newcomers, if you read this and wonder where to start, the answer is easy: tutorials from the doc (in order of appearance).
CoMiGo even wrote a really good introduction to javascript if you never coded or never used that language.Well, that’s all for now.
I wish you all the best in your creative journey.
See you on Discord or on the forum. ; )
Have a good gamedev!
Published on 27-03-2021 by Thomas