Search the Community

Showing results for tags '3D'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 151 results

  1. Throwing up a post about a game I'm working on, hopefully near an Alpha type release. Game has 2 different plays styles, a 2D isometric style, and 3D FPS style. There is a really short tutorial zone that describes the basics on how to play / fly. Looking for any feedback or suggestion on design, play style, and also places to promote this type of game. (New to html5 gaming) 2D basic controls, W/A/S/D->standard move / turn Q/E-> Strafe Space-> Guns Shift ->Afterburners 3D basic controls are a little more tricky, W/A/S/D->standard move / roll Q/E-> Strafe R/F-> Up / down L -> Lock mouse for pitch and turn. Space-> Guns Shift ->Afterburners Mouse wheel to zoom in for FPS mode, and right button to change the camera. Direct Link to game files http://gecko-games.com/test2/main.html Website link: http://www.stellar-conflicts.com/
  2. How best to make 3D font in babylon.js? I saw a discussion on this post But these examples font tied to the texture. I would like to be more like the font on this example.
  3. To strengthen our team and in order to further develop our gaming portfolio we are currently seeking a Java Server Developer for our 3D games sector. Your responsibilities Programming of a backoffice system for our 3D area Programming and advancement of online games for the 3D area (server) Extentions in the existing framework Close collaboration and cooperation with the departments involved (DB, client development, frontend development, management) Your profile Experience with Java SE, especially multithreaded programming and server based technologies (Servlets, …) (min. 3 years) Experience with database programming, database design and optimization of queries (min. 2 years) Experience with the integration of web/frontend frameworks (e.g.: jQuery, Bootstrap,…) Very good command of both spoken and written English Selfdependent and precise work style Goal- and solution oriented behavior within the team and with other departments Experience with agile development Our offer Challenging tasks within an innovative and fast growing company Personal development opportunities due to the company’s sustained growth A welcoming working environment in a young and creative team located at the office in the heart of Vienna Refund of additional travel costs for an interview and support with any necessary relocation For applicants with 3 years of experience we offer a minimum gross salary of € 42.000,- per year; beyond that your salary depends on your professional experience and qualification Interested? If you are interested in this position and your qualifications meet our requirements, please send your application including CV to: jobs@greentube.com Please enter “Java Server Developer in the subject line. We are looking forward to your application!
  4. Ironbane is a 3D Action Rpg MMO built using HTML5 Play Now! http://play.ironbane.com/ We've just released a new version 0.4 pre-alpha. Our technology stack is using [MeteorJS](http://meteor.com/). This allows us to use the concept of reactivity and apply it in a gaming context, which is very cool but experimental to say the least. In addition we're using AngularJS on top of MeteorJS (http://angularjs.meteor.com/). This unique combination allows us to re-use a lot of components while still making good use of Meteor's concepts which are very helpful for us. We use THREE.js for the rendering engine, as well as a custom Component Entity System built around it. We're now fully utilising [Clara.io](http://clara.io/) as our level editor of choice. Sam has been creating the Tower of Doom map (https://clara.io/view/eab429cf-33e9-4ff0-9d47-ec9670da47cb) in this editor, and we're very happy so far with the results. Our game can directly pull the levels from Clara, read entities and put them in our game. This allows our level editors to place enemies and other entities anywhere they want without the developers having to manually export/import them to the game. Please check out our game and our forums at http://ironbane.com !
  5. here you can find my mywebglflight html5 webgl flight sim (freeware 2014) => http://chungswebsite.blogspot.fr/search/label/mywebglflight
  6. Hello, Still in my quest to learn how to program video games, I released my first 3D demo ever. After developing several 2D games you can play here : http://www.roostrjs.com I decided to develop a 3D engine from scratch using javascript and WebGL. Here is the demo : http://roostr3d.roostrjs.com. It's a shmup with few enemies and a boss to kill. I'm still working actively on the engine. The game itself is in a very early stage of development. Apparently there is a bug with controls on Safari. So please don't test it on Safari for now. Hope you enjoy Have fun!
  7. Take a look at CodeThisLab srl portfolio. We are skilled in HTML5 games development for promotional and fun purposes, and in 3D modeling for CG digital design and artwork. Here there is our entire portfolio: http://codecanyon.net/user/codethislab/portfolio?utf8=%E2%9C%93&order_by=sales Take a look also at our 3D models portfolio: http://www.cgtrader.com/3d-models?author=codethislab&page=3
  8. Hi guys, I am a mobile developer and I am currently working on a multiplatform game engine. In general the idea behind is: "One code, many platforms" The engine should be ready by the end of the year. It will allow users ultra fast coding for many platforms such as Android, iOS, Mac, Linux, Windows (PS4 in the future) with Python or C++. Meanwhile I have published a WebGL based web version on my engine working on Safari, Chrome & Mozilla (javascript). What do you think about this engine? What are you general expectations? What can I do better? How can I make coding faster, better experience for devs? Free engine downloadable here: http://gl.aexol.com/engine/web/ Some examples here: http://gl.aexol.com/livedit/ It would be awesome to hear some feedback from you guys! Take care! PS: Use arrows to drive a Ferrari example:)
  9. Hello, I'm developing online games, at this moment I published my first game, and soon I about to release a few more and interested to show you my games The first game is called THREE CHICKS AND LOTS OF BATS, and it's a cute one. Link: http://www.thegrook.com/three-chicks-and-lots-of-bats/?from=aHRtbDVnYW1lZGV2cy5jb20 Thanks, ITZIK
  10. Freelance 3d artist looking for work - Animation - 3d modeling - Architectural visualization (exterior, interior, real estate) - Compose and cleanup - Motion design - VFX (simulation of destructions, liquids, explosions, fire, particles, etc.) Showreel: My other videos on vimeo: https://vimeo.com/myreflections/videos Portfolio: http://reflection3d.blogspot.com/ 3dreflection@gmail.com 3dyarik@bk.ru Skype: yariss101
  11. Big news! Physically Based Rendering (PBR) has landed in the open source PlayCanvas Engine. The graphics capabilities of the engine really have taken a massive leap forwards. Check out the before (Phong shading model) versus the newly deployed version of the engine (PBR shading model): If you want to get a bit more hands on with Star-Lord, leader of the Guardians of the Galaxy, check out our blog post which goes into a bit more detail. Enjoy!
  12. Hello everyone, Famo.us posted a demo and sign up on their blog today, for those of you interested in mixed mode (rendering to WebGL and DOM simultaneously). The blog post is here: http://famo.us/blog/coverflow-demo/
  13. Halloween is here again! We decided to have a bit of fun and build a little videogame for you. If you like zombies and you like Pac-Man, you're going to love: It's a spooky update to the 80s coin-op classic, made in 24 hours with PlayCanvas. PLAY NOW Or check out the project here. Have a spine chilling day! Will
  14. Hi everyone! My name is Karen Bennetzen, and I'm a Danish Cg artist and video game enthusiast looking for work as a freelance/full time game artist. I use mainly Photoshop to create assets, backgrounds and concept art, and I also have a lot of experience working with Unity3D and Maya. I can also make UI elements and visual effects. My full portfolio can be found at www.karenbennetzen.com, along with my resume. Feel free to message me anytime, here on the forum and/or via my mail karen.bennetzen@gmail.com. You can follow me and my work on tumblr at fivehoursleep.tumblr.com
  15. BLACKCELL.js - open-source project that provide modern, JS-friendly API for real-time 3D rendering over WebGL. The project's aim is to give an expressive tool for rapid prototyping and publishing complex rendering techniques. It also useful for 3D-projects which require low-level API features and commonly used implementation at the same time. The features:- Linear algebra (vectors, rotations, transformations) and geometry primitives- Staging graphics core (designed for custom rendering pipelines and shaders)- Common implementations (frustum culling, attributes & uniforms binding, context lost handling, etc)- WebGL Extensions supported / WebGL 2.0 oriented architecture http://blackcelljs.com/https://github.com/vsergey3d/blackcell
  16. There seem to few resources when it comes to getting started with the turbulenz framework. Any one who knows his/her way through the SDK? The documentation seems promising and it would be fun developing with the framewok. https://turbulenz.com
  17. Hi All!, I am looking for a method to get a dramatic performance increase (frame per second) on fullscreen with webGL (I am working now with three.js framework) This is my game: http://tario.github.io/quadnet I made it adapt to window size on browser resize events, so, you can test reducing the window to tiny size to get huge performance, and setting the window to great size (e.g. fullscreen) will make the game VERY SLOW, ok , this make sense since a small enough window will set the resolution to 640x480 or whatever, and (in my case) setting the window to fullscreen will set the resolution to 1600x900... Of course I know render the game in higher screen resolution will be make it slow since there is much more fragments to process by GPU (640x480 -> about 307200 fragments, 1600x900 -> about 1440000 fragments). But now, I am looking a way to render the game smooth (near 60fps) on fullscreen, even sacrifying quality, one approach I tried is to set the resolution of canvas (and rendering) to half widht, half height, (e.g. 800x450) and using CSS to stretch the canvas to cover all the window (all of this on fullscreen), and it didn't improve I hear about methods of postproessing via scaling (e.g. rendering on 800x450, then doing an scale) but I don't know how to use them Thanks in advance!
  18. Dear All, Please allow me to invite you our team 'Gtrace'. We've been working on HTML5 games since 2012, and here are some works for you to review: http://www.gtrace.mobi/ChromeExperiments/StarDefender/ http://www.gtrace.mobi/ChromeExperiments/TwistyTurtle/ http://www.gtrace.mobi/ChromeExperiments/TravellingFish/ The full version is already in our community. Welcome to www.gtrace.mobi for more cool games: props added, more levels, and fun rewards-- you may DIY your own Paper toys! We also have outsourcing experience, please find the attached some work. Please, let me know if you like our works or have any questions/concerns. If you have some project you think we can help you with please provide us with its details and then I will get back to you with an accurate fixed price estimate and timeframe. Looking forward to hearing back from you soon.
  19. Hey folks, my name is Remus and i specialize in creating pre-rendered sprites for video games.For those not familiar with pre-rendered graphics, they are basically 2d images of custom-made 3d models. I am here offering my services to anyone interested in these sort of graphics, here are some samples of my work : Notes and TermsI don't work for free or royalties/shares.Allow a minimum of one week for each commission, excluding weekends.Prices vary to accommodate the complexity of the model.I don't do trademarked characters (Zelda, Pokemon, Mario, Megaman..etc).I don't charge for the number of directions needed, can be anything from 1 to 360​. Contact PM me here, or e-mail me at valarinPath(at)yahoo.com For more samples check my Portfolio -- Remus
  20. Have a look at this guy do amazing things! It's all 2d! http://www.kevs3d.co.uk/dev/phoria/index.html
  21. Hey peeps! We just published a blog post about how we made our 3D canvas based game super spice dash. It kinda goes into the details of the whole process from conception to live. Would love to know what you think! http://www.goodboydigital.com/super-spice-dash-making/ enjoy!
  22. Hey everyone, I have started to learn webGL recently. I am very curious to learn how these 3D engine are developed. I want to know how these engines organize shaders, programs and vertices in form of classes. I tried to look at Three.js but it's source code is very complex to start with. Do you guys know of some basic 3D engines???
  23. Hi everybody and welcome to my first topic in this forum ! Firstly, a lot of thanks for babylon's js developpers. Secondly, I'm a french newbie in developpment, 3D and in english language, so please, use not too much complicated words . My question is... is there a solution to know 2D position of a 3D mesh rendered on the canvas ? My aim is to render a sprite on the screen which represent a circle of selection around the mesh after picked it. Maybe a better solution than sprites already exists and i'm open to suggestions. In advance, thank you for your replies .
  24. Dear customer, I represent moderate team which consist of professional 3D artists which can afford highest quality with lowest price. Currently we are free and looking for a customer to cooperate with. Here is a list of our services: 1. High and low poly-count models creation of characters, props, environment; 2. Texturing - diffuse, normal, glossiness, secular, height mapping; 3. Rigging; 4. Animation; Hope you enjoyed list of our services and also hoping you like our price: 15$/hour. Our portfolio: http://drawcrowd.com/business3adc With best regards, Timur Abramson Key Account Manager Domination Entertainment business@dominationentertainment.com
  25. Greetings gamers, makers and technologist, This is Sky from Depth VR. For those of you who are not familiar with us, we are a Virtual Reality hardware team based out of Beijing.(We have absolutely nothing to do with Oculus-Rift !). We respect what other teams have accomplished but we are bringing new ideas and designs to the VR hardware world. We are reaching out to you today because we built our devices with you in mind and we want get inputs / feedback from you. Our device is a display-attached device , an optical tracking device attached to the top of the screen . It tracks your head position, according to the relationship between your eyes and the screen, the 3D effects will be done with subtle adjustments , so you will feel like that you are looking at a Real Object instead of a flat image . Here is What it is looks like : https://www.youtube.com/watch?v=k2obOpX13wA&feature=youtu.be And the device itself looks like this : The device connects to your computer via a USB cable. You can very easily make your game showing this effect by applying our SDK in your applications. We will release specific development steps in the near future on our facebook page, and it's really simple, please be on the lookout for more exciting updates from DepthVR! Our SDK now supports multiple 3D-Engines : 1. Unity 2. Ogre 3. Opengl & Direct3D 4. Unreal Engine (under development…) 5. Other popular engines will be supported SOON ! We are starting a kickstarter campaign soon and would love to hear back from you. You can get the latest info here : Facebook:https://www.facebook.com/vr.depth Twitter:https://twitter.com/VRDepth