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Adobe Shows HTML5 Support With Edge Tool Preview
Adobe Shows HTML5 Support With Edge Tool Preview
August 2, 2011 | By Kyle Orland

August 2, 2011 | By Kyle Orland
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    5 comments
More: Social/Online, Smartphone/Tablet, Art, Production



Adobe has released its first public preview of Edge, a new tool that will let users create interactive web content and games in the emerging HTML5 standard rather than Adobe' own proprietary Flash format.

Adobe is seeking to mimic the "familiar look and feel of other Adobe products" with Edge, complete with timelines and drawing tools reminiscent of Flash, to edit native HTML documents using Javascript and CSS3, as well as popular add-ons like WebKit and jQuery.

The free preview, available for download now on PC and Mac platforms, currently only allows users to test animation tools, though coding and interactivity support are planned for addition later this year ahead of a planned 2012 full release.

The highly interactive HTML5 standard is slowly gaining strength as an alternative for web-based game development over the industry-standard Flash, partly because of Apple's famous decision not to support the Flash format in its popular iOS products.

HTML5 content created in Edge will work on Apple's mobile Safari browser, as well as desktop browsers like Internet Explorer, Firefox and Chrome without additional plug-ins.

In an open response to Apple released last year, Adobe's co-founders warned that "no company — no matter how big or how creative — should dictate what you can create, how you create it, or what you can experience on the web."


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Comments


Glenn Storm
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woot!

Miguel Castarde
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Adobe will have a hard time. For banners ad, HTML5 animations are much heavy in kbytes. 50kb in swf transforms into 500kb of javascript+png images. For sites animations an optimized code is much better either. For games I really can´t see how Adobe Edge can apply.

Chris Melby
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Who else here remembers Adobe's LiveMotion?

kP09 HI19
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I wonder if when we do a ob_start('ob_gzhandler') with php, the html is sent to the client gz-encoded, so, that 500kb could actually be much less in therms of bandwich... Anyway you need to include just what you will use, and obfuscate it of course, flash reduces the size of the image by reducing quality, you can do it yourself if you want, so the big difference relies on the code, in fact even obfuscated, javascript code is bigger than flash, but I don't know about what happens when it is gz-encoded before sent to the client browser, but I think in most case the difference will not be a problem. Anyway I think the browser will cache all your javascript once it is loaded, so I think html5 is a good alternative for flash and SDL (I prefer use the canvas and it portability than use SDL).



But hey! What a really nice news! I spent some weeks on HTML5 and now I see I am not the only that see a nice future for the html5 canvas, here's what I've done so far with html5:



A MUD demo http://www.youtube.com/watch?v=AZTSy8srsW4





Some tests with parallax, particles, and a simple game editor: http://www.youtube.com/watch?v=g9NqubiHcfY





I also made a nice integration with box2d web and I can't see why html5 couldn't be used for games as well.





Btw, I'm not a pro game developer, just a hobbyist I may be talking BS, but as a hobbyst I'm very confortable with the html5 canvas.

Sherman Luong
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Are we gonna see another Edge lawsuit?



I guess it boils down to how much it cost and how much of the other adobe programs we need to get for it. Would it integrate portions of it with dreamweaver, etc


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