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About mfdesigner

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  1. Add ChatScript, a rule-based engine for natural language understanding and processing, to your game design and to automate game development in our completely script-able editor.
  2. oTakhi Platform: Plasma Gun FX

    Use scrolling texture map, OTAKHI.Lightning helper object, and particle system to create myriad of plasma beam effect.
  3. oTakhi Platform: Vortex Force Field

    Vortex Force Field.
  4. Physics-based modeling of explosion and pressure wave based on Friedlander Equation.
  5. oTakhi Platform: Pouring Rain

    Instanced Particles (raindrops and water ripples) with refractive and normal mapping. Visit all our showcases here.
  6. Mixing multiple path animations: Dynamically mixing and blending multiple skeletal animations over a figure-8 path animation.
  7. Instanced Particles with Dynamic refraction mapping and scripted path, water surface reflection mapping with noise height map, sprite replication with scripted positioning, all composited into one animation scene. Enjoy the magic of manipulating water.
  8. Combining two motion blur techniques as post-processing filters.
  9. Instanced particles with dynamic refraction and heat distortion effects. More showcase videos can be found here.
  10. This tutorial showcases particle animation driven by a 4D Perlin-Noise Flow Field. Post-processing filters are used to create the dazzling light effect. Watch the full tutorial on how this effect was created.
  11. Introducing our native, webgl, keyframe-based skeletal animation system, (1) Create poses using both Forward and Inverse Kinematics. (2) Animation track can be saved as JSON file that is dynamically loadable into running apps. (3) Copy and paste keyframes. (4) sharing a single timeline for easy synchronization with other path, morph animation, and sound tracks. (5) In-situ interactive editor that is extremely easy to use. Watch all our tutorial videos here and showcases here.
  12. Added softbody support courtesy of BulletPhysics/Ammo.js running on a worker thread. (1) Create softbodies from 3D Volume, Cloth, Rope, etc. (2) Use mouse to interact with any softbody. (3) Wind simulation. (4) Script custom softbody animations using callback. (5) Add force to all or selected vertices on the softbody. Our online editor, PetriDish, lets you play with all the demos shown in this video.
  13. This industrial robot arm is animated using a much improved IK solver that combines the speed of FABRIK and the accuracy of CCD. It uses fixed, twist-only, and hinge constraints to limit its six bones' range of movement.
  14. oTakhi Platform: Inverse Kinematics

    Introducing our new WebGL Inverse Kinematics animation design tool. (1) It is based on FABRIK iterative solver, many times faster than traditional Jacobian solver such as iTaSc. (2) allows you to save and reuse poses and animation. (3) enabling collision detection for end-effectors allows you to automatically adjust walk cycle over tilted surfaces. A short tutorial video shows how it works: Visit Petri-Dish to play with the above IK Hand and see what other gestures you can create. oTakhi Platform is a cloud-based, top-down, object-oriented, web application and game development tool featuring the latest web technologies. Visit to learn more.
  15. The ability to perform Remote Procedure Calls (RPC) is the key enabler for supporting complex distributed web applications and games over our software object distribution framework, where multiple software agents in different roles can conduct business via diverse communication acts. Unlike traditional RPC where a few developers dictate its design and consequently limiting the scope of distributed applications, our system allows any user to create his own RPC executable by any remote host. Essentially, it is server-mediated Peer-to-Peer Remote Procedure Calls. A user initiates a call by specifying the software components to be pre-loaded from our repository, a remote script acting as application logics, its input parameters, and a short greeting. Once it is executed with peer's permission, the result is immediately returned to the caller using Server Sent Event with near real-time performance. Our RPC's workflow looks like this: Here is the tutorial video on how to set it up... Visit to see all our previous tutorial videos.