willeastcott

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About willeastcott

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    https://playcanvas.com
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    willeastcott

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    Male
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    London, UK
  • Interests
    WebGL and WebVR. And weight lifting!

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  1. I can't think what the problem might be. I found it really easy to port the p2.js top down vehicle example to PlayCanvas. Single step the set up of the physics world, the creation of the shape, body and vehicle and check all the values look good.
  2. Cool tutorial page @end3r. Would be great to update it to the current scripting system's boilerplate code, which is: var BoxAnimation = pc.createScript('boxAnimation'); // initialize code called once per entity BoxAnimation.prototype.initialize = function() { }; // update code called every frame BoxAnimation.prototype.update = function(dt) { };
  3. I think the runtimes of PlayCanvas and Babylon are broadly similar. Sure, there are some differences here and there, but they do similar stuff. The main difference though are the tools you get with PlayCanvas. The Editor is a seriously powerful environment to rapidly build WebGL apps/games. It's probably the closest thing in the WebGL world that compares to Unity (but as we all know, Unity's WebGL performance is not good and isn't supported on mobile). Here's the published app of the above scene: https://playcanv.as/p/yipplmVO/ So PlayCanvas is right at home with FPS style environments. Interesting things to note about this particular app: It uses something called 'Asset Variants'. This is essentially a built-in engine feature which checks what texture compression formats are supported by the client and loads the most optimal format from the server. So PVR on iOS, ETC1 on Android and DXT on Windows, typically. It uses runtime generated lightmaps. In other words, lightmaps are not baked in a tool like Max/Maya/Blender. Instead, they are baked when the app has loaded. This means that you don't have to download the lightmap data, which can be quite a saving. Anyway, check it out and let me know what you think (I work on PlayCanvas myself!).
  4. I don't know Phaser but the PlayCanvas integration is here: https://github.com/playcanvas/playcanvas-p2.js/blob/master/p2-integration.js#L1188 Example app: https://playcanv.as/p/FKahzJnU/ Perhaps that can act as reference to help you port it to Phaser?
  5. @8Observer8 We use Node.js running on a number of Azure instances running Ubuntu. (Sorry for the delay in replying!)
  6. @8Observer8 Yeah, there may be some bugs we need to fix. We'll look into it. Thanks!
  7. Some time ago, we launched what turned out to be a really popular browser game: TANX. It's an online tank battle game and it's designed to be all about instant mayhem and fun. But we always felt as though it wasn't pushing WebGL hard enough. So we've spent the last few months revamping it. Here's the result: It's now using the PBR (physically based rendering) support in PlayCanvas. The level, tanks and power ups have all been rebuilt from scratch. So, it's the same great gameplay but with fancy new graphics. Read more about it here. And if you want to play, head to: https://tanx.io Please send us your feedback and suggestions. Want to help us out? We'd really appreciate a retweet: https://twitter.com/playcanvas/status/798871630323843072 See you on the battlefield.
  8. PlayCanvas added support for texture compression to the Editor today. This gives you: One-click texture compression for DXT, PVR and ETC1 At least 6 times compression of all texture data in your games Most optimal image format dynamically selected for the device running your game Check out all the info here (including a sweet demo, pictured below).
  9. Miniclip have published Virtual Voodoo, just in time for Halloween! It's made with PlayCanvas and uses ragdoll physics plus lots of particle based effects: You can read more about it here. PLAY THE GAME ON MINICLIP
  10. PlayCanvas' graphics engine is (IMHO) the most advanced WebGL engine available today. It has had built in support for physically based rendering since 2014, supports runtime generated lightmaps, and it's lightning fast. But it's the Editor app that is far ahead of anything else out there now for WebGL. Actually, you can export and download your app with a free account. The 'Export / Import Projects' option on the pricing page is about saving an entire image of your project to disk - not exporting/downloading your game/app. To export and self host or self publish your own games, just do this: http://developer.playcanvas.com/en/user-manual/publishing/web/self-hosting/ Easy.
  11. No, you can only use the cloud version of the Editor. Although working with a web-based system may seem novel, I would recommend trying it to really find out what it's like. The first time people use Google Docs after using Microsoft Office, they're a little unsure. But many people decide that the realtime collaboration, freedom to run on any machine, easy sharing, and more besides make it all worthwhile. But it's for you to decide. Note that you can use just the open source PlayCanvas Engine in the same way that you would three.js, say. But you'd be giving up a huge amount of power by foregoing the Editor. The open source project is just the runtime and not the Editor.
  12. I'm joining the conversation late but let me try to answer your original questions from my point of view: Yes. From a technical point of view, JavaScript and WebGL could certainly be used to build those kinds of games. Yes, you can wrap HTML5 (and WebGL) games as APKs, IPAs. I normally recommed using Intel's XDK to do this: https://software.intel.com/en-us/intel-xdk If you use Intel's XDK with PlayCanvas, there is a tutorial to show you how: http://developer.playcanvas.com/en/user-manual/publishing/mobile/xdk/ Today, there is no way to wrap/compile/translate a WebGL based game to PS4 or the Wii U. However, Microsoft now supports the building of Xbox One executables from WebGL codedbases. Pretty cool! You'll do this in Visual Studio. You can compile C++ to JavaScript, yes. This is done with the Emscripten tool created by Mozilla. This is what several engine companies (like Unity and Unreal) use to port their C++ codebases to the browser. However, the problem is that Emscripten generates a huge amount of JavaScript, meaning that WebGL builds of apps/games are heavyweight, take longer to download, longer to start up, and exhibit sub-par performance (and currently don't even support mobile browsers!). Today, it's definitely the case the hand written JavaScript engines perform and load far better than Emscripten based ones. Give it time. It's taken a few years for WebGL to establish itself and be implemented into all the browsers. However, it should also be pointed out that monetizing games on the web is harder than monetizing games via app stores. The W3C is working on making web payments easier, and as that progresses, I suspect you'll see way more effort being put into browser game development. I guess it also depends on your definition of big. Games like PlayCanvas' TANX gets many tens of thousands of play sessions a day - although that's not crazy numbers, it's still pretty popular! From what I can tell, three.js was really initially designed as a game engine. In fact, it still isn't a game engine - it's a graphics library. That hasn't stopped some people using it for games, but there aren't many that have been published. PlayCanvas was designed from day one by a group of console devs to be a full game engine together with an editing environment. That probably explains the difference there. It's fairly straightforward to wrap a WebGL game with Electron or NW.js as a desktop EXE. I think it's a perfectly valid choice. And it also means that a web deployment of your game, if you choose to go that path, will be trivial. I'll agree with Ivan there that PIXI is pretty damn cool. Ivan's done some great work on that framework. You might want to check this out: https://github.com/greenheartgames/greenworks
  13. Sure @Fatalist... In actual fact, most players are playing on non-mobile platforms (at the moment). Maybe around 10% are on mobile. 20% are on Chrome OS!
  14. Check out the latest game from PlayCanvas: SWERVE! PLAY NOW It's a simple but addictive casual game. It's super-lightweight, and is playable after loading just 1.8MB of data. It should run pretty much everywhere: smartphones, tablets, desktop. HOW CAN YOU HELP? If you use Twitter and like the game, please retweet our announcement. We'd really appreciate it! Hopefully, it's a good illustration of what you can build in PlayCanvas with just a few days effort. Want to make something similar? Head to https://playcanvas.com and get creative!
  15. There are no bots in the game @Umz - all players are humans. At the moment, I think it's unlikely we'll add bots. It's much more fun playing against real people.