Wow. I wish I had even just half the talent of HTML/CSS/Javascript to pull something off of this calibre. I am really impressed, I can't wait to get my hands on this and deconstruct how they did it the best I can and play it too.
I think you should pickup openGL/webGL instead of that other stuff, if you are serious and not trolling. Because I really can't tell at this point in the thread.
No trolling whatsoever. My day job is as a web developer, so I really meant it when I said I wish I could do cool things like this, but given the fact I work a 9/10 hour day, 5 days a week and have family and freelance commitments learning something as complicated as this isn't really within my capability at the moment.
I'll just remain appreciating what these developers have been able to do from a distance until I can learn the basics myself. Programming these games is only half the work, it's the art direction, storyline and mechanics that make up the other 50% of the work to make a game in any language or framework.
Ok, thanks for the follow up. It can be easier and less daunting than it looks, and I totally get your description on how you feel about it at this point. Having your background in webdev you are closer to being able to do it than you may think.
If you take a look at something like the Haxe language (hard ECMA influence so not that far away from javascript) with its OpenFL framework, there are these: https://github.com/dazKind/foo3Dhttps://github.com/wighawag/openfl-stage3d
The first produces html5 and abstracts a lot of the complexity of the low level that other approaches are based on. The second is more c++ oriented at this point. Hope it helps, or at least leads you to finding your own path to doing it. It also allows you to escape some of the js madness that happens when you interact with this stuff for browser output. It allowed me to get to a level of production that I could not imagine possible just by looking at the opengl stuff.