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:

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18th September 2015

All about removing Pixi from Phaser and merging the new renderer in.

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7th August 2015

Support for texture atlases, improved Sprite DLight support and a new tile map drawing speed test.

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20th May 2015

Added in full support for the Creature boned animation system and started work on bump mapped sprites.

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1st May 2015

Created a new Dungeon demo showcasing bump mapping. Worked on the new class structure and tweaked the point-lights galore.

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10th April 2015

Added a new demo showing 100 bouncing cameras all viewing the same invaders core demo scene.

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10th March 2015

I did a test using Point Sprites for tile maps. This created 72 parallax layers (vs 37 layers using regular Sprites) at 60fps.

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14th February 2015

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.

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30th January 2015

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.

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16th January 2015

I researched WebGL, Shaders, Canvas, and DOM sprites. Concluded that DOM sprites are cool but we need to support WebGL + Canvas as a priority.