Phaser 3 started development in December 2014. It features a brand new game-specific renderer, a proper module based structure and is built with the ever evolving state of web browsers firmly kept in mind.
Join the Phaser 3 Google Group.
Please join our Phaser 3 Google Group. You are encouraged to take part in discussions, offering your suggestions, ideas and opinions to help shape Phaser 3 development.
You can also follow the development of Phaser 3 via these Dev Logs:
All about removing Pixi from Phaser and merging the new renderer in.
Support for texture atlases, improved Sprite DLight support and a new tile map drawing speed test.
Added in full support for the Creature boned animation system and started work on bump mapped sprites.
Created a new Dungeon demo showcasing bump mapping. Worked on the new class structure and tweaked the point-lights galore.
Added a new demo showing 100 bouncing cameras all viewing the same invaders core demo scene.
I did a test using Point Sprites for tile maps. This created 72 parallax layers (vs 37 layers using regular Sprites) at 60fps.
Being able to transfer Canvas to WebGL textures is very important, so I took a stab at wrapping it in a fairly accessible API call.
I haven't done as much refinement of the API functions as I'd hoped to because I've been pumping out demos to test the basic functionality.
I researched WebGL, Shaders, Canvas, and DOM sprites. Concluded that DOM sprites are cool but we need to support WebGL + Canvas as a priority.