vamos

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  1. Like
    vamos reacted to bnolan in Cryptovoxels - an ethereum based virtual world   
    Cryptovoxels is my ethereum virtual world. You can buy parcels of land in the world, then build shops and stores using the in world voxel tools. I started this project in babylon.js about 3 months ago and sold the first parcels of land last week.
    A video of the editing tools:
    The world is multiuser, I use websockets + a node.js server (using babylon on the server side) so that you can see other players as they explore the world. The voxel engine uses a greedy mesher with ambient occlusion to generate the meshes, and then a custom fragment shader to do the texture lookup in a texture atlas. The performance is really good on mobile, and it works well in VR as well (mobile VR and desktop).
    Babylon.js has been really awesome to work with, the typescript bindings are great and the playground has helped me out heaps. I also created a .docset file for browsing the documentation using Dash on os x.
    Glad to be part of babylon.js community!
  2. Like
    vamos reacted to Gio in Wade 4.0   
    Hi everyone
    A few weeks ago we released version 4 of our awesome html5 game engine.
    TLDR: Here's a 3-minute video overview
     
    It's a pretty unique thing that you can use as a plain JavaScript framework (with your own IDE and tools), or as a fully integrated authoring tool, or both at the same time.
    It does a lot of things, including:
    Drag and drop objects to construct your scenes Write game loops and event handlers for your objects with an integrated code editor Powerful Sprite and Animation editors Isometric and Tilemap terrain editors Physics editor: define shapes, connect objects together with joints, define physics properties with an intuitive GUI Flow chart editor to organize your game logic Real-time shader editor for individual objects and for post-process effects Dedicated visual editors for specific game types such as Match-3 and Hidden Object Export your game/app with one click to Windows, Mac, Linux and Android. Or download the source to do whatever you want. Use ready-made assets from a growing list of online repositories. You always get access to all the code powering them so you can change anything The key thing is that it's a very, very flexible system that allows you to do things the way you like:
    Design games with a fully-featured visual editor, or use WADE as a plain JavaScript framework to integrate with your own tools. Your choice. Write all your code from scratch, or use pre-made objects. Or some pre-made objects and some of your code. You decide. Entity-Component-System. Or not. Or just a bit. It's up to you. Entirely data-driven. Partially data-driven. Not data-driven at all. Pick the approach you prefer. Event-driven or update-loop based. Or both. Whatever suits your needs. Choose a renderer: WebGL, 2d canvas, or both together. Organize your game flow with code, or with flow charts. Want to do a bit of each? Of course you can Work directly in your browser using our online editor, or download it and use it off-line
    It's completely free to use (and open-source), give it a go if you like.
    The visual editor works in your Chrome browser, no need to download anything (if you want you can download it though, or just download the js framework).
  3. Like
    vamos reacted to atkman in Drop Blocks   
    The object of Drop Blocks is to position the falling pieces to get 3 of the same color in a row, column or diagonally. Use arrow keys to move and rotate. Each level adds a new color and will get progressively harder! Mobile users will have a touch arrow pad and wildcard button to play this HTML5 game!
    Here is the Link to the Game:
    http://www.atksolutions.com/games/dropblocks.html


  4. Like
    vamos got a reaction from Bonsaiheldin in Let the browser download the game's assets as a one archive file?   
    You can do that, I've used JSZip to do this same thing. No need for the File API as such, you can extract data from the zip as blobs or Uint8 arrays or whatever suits your needs.
    To be honest it does speed things up a bit, but there may be better ways. For example if you use HTTPS then the client can do batched requests, and that's a big speed up.
    The big disadvantage of the zip approach is that you can't cache individual files - if you need to change one asset, you need to change (and the client needs to re-download) the whole zip.
  5. Like
    vamos got a reaction from PsichiX in The hottest one is coming to town   
    I think you have a good idea there, but maybe you'll need to work a bit more on its presentation.
    Also your claim that these things cannot be done with other 2d engines is just not true. Just the other day I was reading this blog by the Wade guys that explained how to make this exact same normal mapping thing with their engine: 
    A dynamic lighting shader for your 2D sprites
    I copied their implementation and had it up and running in my own framework in about half an hour. So it's cool but not unique.
    Like b10b said above, if you want people to use your engine you may want to explain a bit better why they would want to switch from their current pipeline to yours.
    The concept is good, it sounds like you have some good ideas so I'd like to check it out when you have some nice tech demos - but those need to show something interesting and unique like the blog I linked above or kevs3d etc
  6. Like
    vamos got a reaction from Convergence in Creating a city building simulator   
    Wow, this must be the best JS game I have ever seen. It looks great!
    Regarding shadows, some time ago I worked on a project where we used a technique called Trapezoidal Shadow Maps. I think it's a similar idea where you add more details to shadows near the camera, but it adds a distortion (to maximize details near the camera) that you can then reverse in your shader.
    I couldn't give you the details of the matrix maths, but there's a good article about the technique.