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Found 142 results

  1. Good day folks! Im completely brand new to Babylon (3D site building in general) and have become an instant fan! Im having a few issues and would like to see if folks can help: 1. I want to have 4 boxes on my site and align 2 on the right and 2 on the left (Such as the "Fashion Show" demo on the main page), how to go about doing this? 2. I want to make my logo and place it between the boxes, any recommendations on how to make this happen? 3. Also I want to place images on the boxes and link them to another site when a person clicks them, how do an ahref in this type enviorment? 4. I would like to change the canvas to black, how to do this? Thank you for all your help💋 Meka
  2. giolongoni

    [Babylon] Puzznic 3D

    Hi all, Puzznic 3D is a Puzzle Game that takes inspiration from an arcade I played back in the 90's: Puzznic by Taito. Written in javascript and powered by Babylon JS. https://giolongoni.neocities.org/p3d/Puzznic3D.html
  3. Hello everyone, in late 2013 I started experimenting with what is possible using JavaScript/WebGL (coming from a computer engineering - C++/Java university background). Over time it grew into a game engine and then this game, as I worked on it in my free time next to full time jobs and more recently, contracting work. So it is entirely custom code (the only library used is RequireJS to load the JS files themselves), and I made all the assets as well (models, textures, music, sound effects (using some free CC licensed sound samples as a base) - you can find details in the "About" page in the game. As a result, the engine features and asset quality are rather modest. It is still heavily work in progress as the title suggests, but it has become quite playable recently, so I decided to share it here. About the game My goal is to create a fully fledged 3D space sim with procedurally generated missions that can be played on any computer with a modern browser. I am going for more of a softcore sim feel rather than an arcade one (there are many arcade options these days, but I prefer the more serious, elaborate controls of sims, without the time/hardware investment needed for something like Elite: Dangerous - which also doesn't run on my linux machine) Check out the facebook page, where I post updates and you can also find a recent gameplay teaser video. Game features (so far): full 3D, 6 degrees of freedom gameplay Newtonian physics (with flight assist) basic combat mechanics (primary weapons, shields, flight modes, targeting) 11 simple, authored missions (+3 training missions) against AI in-game database with info about the ships detailed, persistent graphics and control settings graphics settings automatically lowered if default settings are not supported by the hardware (high FPS is not ensured, only that it runs) joystick support an editor to mod the game (even more WIP/unstable than the game) Planned (missing :)) features: procedural missions, with ship upgrades in-between advanced combat mechanics (missiles, jamming, boosting, communication with wingmen) more content (ships, weapons, more detailed environments....) multiplayer Also a lot of polish, HUD changes, performance optimizations etc are planned. You can get a general idea by checking out the issues page of the game's github. Please note! The download size for the game can be significant (tens of MBs - depends on graphics settings and the mission being loaded), so I do not recommend trying it with a plan where you pay based on the amount of data! Play it here Let me know what you think! Technical info You can check out the code at https://github.com/nkrisztian89/interstellar-armada. Feel free to fork it - since it is 100% client side code, you can just throw it into the public HTML folder of your server (e.g. Apache) and it should work locally right away. Then you can use the built-in editor in the tools folder (localhost/the_folder_you_put_the_game/tools) to see how the game data files are organized, play with them (to apply the changes just hit export and then overwrite the original with the exported file in the data folder). Note that you cannot create or export missions or edit config/settings from the editor (as of now) Since this is a long project and I regularly revisit and update parts of the codebase that I might have not touched for a year or so, I try to keep it organized and nicely commented even if just for myself. However, this is not the number one priority, so there are parts of the codebase (which at this point grew above 60,000 lines) which are in terrible, terrible shape. I believe the best example of this currently is the code for the HUD.
  4. Wing13

    The Lost Signal SCP

    Lost Signal agency investigates paranormal events from all around the world. You are one of the agents who participates in the research of various artifacts. Investigate paranormal activities in this 3D game which has great action and elaborate 3D graphics! Interesting quests and creepy monsters await you! New artifacts or paranormal events in every update! Current version: 0.3 WebGL: https://wing13.itch.io/the-lost-signal-scp https://www.newgrounds.com/portal/view/708192 https://www.kongregate.com/games/Wing13/the-lost-signal-scp-0-28 Android: https://play.google.com/store/apps/details?id=com.BezglasnyAA.SCP1499
  5. Introduction: Hi everyone We are a team of 3D and 2D artists / animators. We have worked a lot of designs / models / animations for game projects. If you are looking for 3D / 2D artists or animators for your project. Please contact us and we would make your project to the next level And of course with decent / indie price Service features: 1: Character designs / concept 2: 3D model for game / 3D printing 3: 2D / 3D animation Contact us: Email: des3dteamw@gmail.com Some of our works: Some item stuffs Pls contact us if you are interested. Email: des3dteamw@gmail.com
  6. Hi all, I am planing to build online black jack game. I wanted to create a perspective view environment for this game. I wanted to add animations like flipping cards, squeezing cads, dealing etc. I am looking for a game engine for this. I have not used Pixi JS before. But I do have experience with Cocos Creator. May I know whether something like this be done with Pixi JS? If it is possible can someone point to area I should be check? Greatly appreciate any help you can provide.
  7. giorgi_AB

    Character creation

    hi, is this possible to create 3d character in real time based on input height and weight like in some games?
  8. Hey everyone, I've just started working with Babylon.js and I have a question. I've got a double array filled with 1 & 0 and I want it tranformed to 3d. 1 being blocks and 0 spaces. I did it this way: var sizeFactor = 0.2; for (var i = 0; i < array.length; i++) { for (var j = 0; j < array[0].length; j++) { if (array[i][j] === 1) { var box = BABYLON.MeshBuilder.CreateBox('box', {height: sizeFactor, width: sizeFactor, depth: sizeFactor}, scene); box.position.x = i * sizeFactor; box.position.y = 0; box.position.z = j * sizeFactor; } } } but its very taxing I believe to the system because of the many boxes. Is there any other less taxing way to achieve this?
  9. Hi everyone, I've just signed up to this forum and I want to show you my new game made in Consturct 2. This game is not 100% finished ( maybe 95%) so there's a few bugs.Also ignore the "audiojungle" sounds.I haven't bought the sounds yet. Any comments and questions are welcome. Play the preview here : http://www.actionoyun.0fees.us
  10. dimanux

    Skate Hooligans

    SKATE HOOLIGANS Cowabunga! Little hooligans are on the way! Choose your hero and arrange an amazing disorder Collect coins, upgrade bonuses, buy cool skateboards, avoid dangerous obstacles and get scores as much as you can. LINK: https://gemioli.com/hooligans/ Caution: It’s a WebGL-based game, please ensure that you have latest browser version. Game is WebGL based written with custom game engine. We've refused three.js because of Google Closure Complier And now all gzipped code is only 110Kb! Also we won't license it and the game is free for embedding on any website <iframe src="https://gemioli.com/hooligans/" name="Skate Hooligans" width="800" height="600" frameborder="0" scrolling="no" allowfullscreen="true"><p>Your browser does not support iframes.</p></iframe> We use CPMStar banners and video preroll for monetization. Please contact me at contact@gemioli.com if you have any questions, suggestions, etc.
  11. Hi everyone, We are game development studio from Latvia. Our team consist from skilled professionals, with many years of experience in game industry. We have successfully produced the mobile PVP game “Royal Strike” to the closed beta testing stage and now we are looking for new projects. We would be happy to provide our graphics skills for you! We are open to partnership with another game studios and ready to develop your game together. Our company also ready to develop code of you game (unity, c#). Currently we provide full graphics development cycle: - Sketching - 2D drownings - 3D modelling - Texturing - Lightning and rendering - Animations - Post-processing For more information, visit: https://www.snowpandora.com https://www.facebook.com/snowpandoragames https://www.instagram.com/royalstrikegame https://www.behance.net/snowpandora Feel free to contact us at any time: artemyshan@gmail.com
  12. Hello everybody, I've been obliged to find best solution for making html5 games for our company. It'd be great if some experienced developers would advice on which direction to go. We have a huge experience in Unity games development, but we already created around 10 games in Phaser 2 engine with WebStorm and TypeScript, but we're not fully satisfied because of the low performance of the games on mobile platforms and lack of support for optimised shaders. Our needs are: - Good performance on mobile platforms - 2D (but 3D would be appreciated, majority of our projects would be 2D) - Good support for sprite sheets (TexturePacker support would be great), sounds, particles, physics, real shaders (vertex, fragment), tweens, skeletal animations - Layout Editor would be great - JS ES6 or TypeScript support - Can be commercial
  13. sssurikov

    Diamond Defense

    Open https://surikov.itch.io/diamond-defense
  14. Hi, i am looking for an experienced 3d artist who would work mainly on hard surface models, but also some environment props such as rocks/buildings. Theme is futuristic/post-apocalyptic world. Mix of Fallout and Star Wars. Requirements -Must have experience working on games, creating game assets. -Proficient with Zbrush -Proficient with Substance or Quixel -Experience with making LOD objects -Good english, must be able to talk over Skype. Please send your portfolios and rates ( hour rate and monthly rate ) to this email: lukepe3@gmail.com Thank you for your time. Luke
  15. I want to make a 3D RPG. I already have the storyline planned out. I also already have a 3rd person camera set up in playcanvas, but since i'm not amazing at programming yet we can use whatever game engine the programmer wants. The RPG will have 4 characters, including the main character. It will have a lot of action elements and I want it to be very atmospheric. I also want the graphics to be low poly. With the programming I can try to help a little, but ill probably wont be of any use. Thank you and i hope you want to join our team!
  16. I want to make a 3D RPG. I already have the storyline planned out. I also already have a 3rd person camera set up in playcanvas, but since i'm not amazing at programming yet we can use whatever game engine the programmer wants. The RPG will have 4 characters, including the main character. It will have a lot of action elements and I want it to be very atmospheric. I also want the graphics to be low poly. With the programming I can try to help a little, but ill probably wont be of any use. Thank you and i hope you want to join our team!
  17. Jadegames

    [GameMaker Tutorial] Simple 3D Dungeon

    A GameMaker developer, Heartbeat (@uheartbeast) has created an amazing tutorial video on how to make a 3D dungeon using GameMaker. I thought I'd post it here so people are made aware of this. It really doesn't use a lot of code to make a rudimentary 3D world in GameMaker. On the subject of 3D games made with Gamemaker, there is a game made using GameMaker, Intrude, currently on Steam that is basically Doom using a more advanced version of the tutorial below. http://store.steampowered.com/app/495720/ I'm no relation to any of these two developers, I don't know them nor am I getting money for posting their work or anything like that. Just saw something and thought it was cool enough to post here.
  18. Hi! This is a prototype for a 3D space platformer game that is in the design phase. You can play it here: http://pirron.one/escaping.earth4 We were able to develop this in a matter of days. Some features: Developed using PlayCanvas. p2.js is used for physics, planets create gravity fields that push objects that enter it, into orbit. solar system is an accurate representation of the real one, using the orbital elements from NASA. Planets were scaled up to help with game play. additional star systems can be added easily from the editor, just by inserting new (real or imaginary) orbital elements. orbits and gravity fields are rendered using "lines" to help the player navigate around. Touch controls are partially implemented, for the moment only to navigate around with the top down camera. This isn't an easy game, nor does it make much "sense" right now! But we are loving how easily it turns out to prototype in PlayCanvas. Stay tuned for feature updates: http://pirron.one/playingincanvas/escaping-earth-3d-space-platformer-prototype Thanks for playing!
  19. flerokoo

    [WEBGL] 3D Solitaire

    Wanted to show you a game i've just finished! Nothing unusual — just a classic klondike solitaire. Little bit too enthusiastic description from famobi catalog: Immerse yourself in this classic solitaire card game featuring stunning 3D graphics! Set in a mysterious ancient temple, your task is to move all cards onto the four foundation piles, sorted by suit and rank in ascending order from Ace to King. On the field, cards can only be sorted in descending order alternating colors. Choose between two card designs, a 1 and 3 card mode and the position of your deck for your convenience. Can you achieve a high score? Here's the link: https://play.famobi.com/3d-solitaire
  20. Hello All! We just launched open beta version of our multiplayer dice game Phone Dice and would love to share this with the community. This is an adaptation of the street version of the dice game "Craps", more commonly known as "Street Craps" or "Street Dice". Users can play both in solo and multiplayer modes, using in game money that can be won in bonus rolls, solo play rolls or against other people live. In case one ends up without any in game cash, there is the opportunity to buy from the in app store. The game rules are based on street dice which are as follows : Solo Play: 1) Bet money 2) 1sth throw: with 7 or 11 you win the money, with 2,3 or 12 you lose the money, the rest (4,5,6,7,8,10) become the point. 3) After the first throw, the roller keeps shooting until either the point or a 7 is rolled. The point is the winning roll, and 7 is the losing number (since 7 is the number that can be rolled with the most available combinations). Online Play: 1) Rules are same like solo play with the difference that both players shoot dice in the beginning with the highest scorer becoming the roller. The game was built using HTML, CSS and JS all the way. Phone Dice Google Play Link Note: We decided for this week to only distribute on android. We will be up in the App Store soon. Thank you!
  21. I have opened the same question on stackoverflow: https://stackoverflow.com/questions/47342853/perspective-correct-texture-mapping-in-pixi-js My purpose is making a simple 3d engine with 2D sprite (I choose Pixi.js this time as I can control the vertices of sprite arbitrarily), but I cannot understand how to map the texture to a perspective projected quad correctly. texture: https://imgur.com/Z5xDL8V I am using the PIXI.mesh.Plane for the quad, if the subdivision is low var verticesX = 2, verticesY = 2; this.field = new PIXI.mesh.Plane(resources['palette'].texture, verticesX , verticesY ); This will give out the result of screenshot01: https://imgur.com/a/m261h You can see the texture mapping is incorrect. Goes on I increase the division to 4 after the projection to screen vertices, and calculate the division point linearly. this.field = new PIXI.mesh.Plane(resources['palette'].texture, 5, 5); var lt = [this.field.model.screenVertices[0], this.field.model.screenVertices[1]]; var rt = [this.field.model.screenVertices[2], this.field.model.screenVertices[3]]; var rb = [this.field.model.screenVertices[4], this.field.model.screenVertices[5]]; var lb = [this.field.model.screenVertices[6], this.field.model.screenVertices[7]]; var segX = this.field.verticesX - 1; var segY = this.field.verticesY - 1; var vertices = []; for (var i = 0; i < (segY + 1); i++) { var l = (lb[0] - lt[0]) / segY * i + lt[0]; var r = (rb[0] - rt[0]) / segY * i + rt[0]; for (var j = 0; j < (segX + 1); j++) { var t = (rt[1] - lt[1]) / segX * j + lt[1]; var b = (rb[1] - lb[1]) / segX * j + lb[1]; vertices[(i * (segY + 1) + j) * 2] = (r - l) / segX * j + l; vertices[(i * (segY + 1) + j) * 2 + 1] = (b - t) / segY * i + t; } } this.field.vertices.set(vertices); that is 4x4 division as 5 points for each edges, the result is shown as screenshot02: https://imgur.com/a/6HREk, but the height of each division is the same, the illusion of perspective is broken How can I achieve the result as the screenshot: https://imgur.com/a/ZEUHu The height of division proportion to the depth respectively Or am I heading to a wrong direction to solve the problem, please suggest me some advise, thanks. PS. The debug message in the screen is describing the vertices coordinate of the field lay on ground in clipping space, not the screen space.
  22. Hello, We are XuanLongCG Studio,a team dedicated to art. We specialize in the game art, including 2D, 3D Art and Animation, Next Generation Game Art, VFX, UI Design, Post Production, etc. Experience Our core staff, who are experienced with an average working time of seven years or more, excel at game art programs. We have worked in dozens of projects and cooperated with many first-class companies such as Tencent, Net Ease, Net Dragon and Seasun. Principles We emphasize on building long-term cooperation with clients. With high efficiency and art passion , we will offer you high-quality service on time and on budget. With professional staff and great passion, we will offer you the best game art service. Feel free to contact us! Contact details: E-mail: xuanlongcg@outlook.com Skype: XuanLongCG
  23. yodem

    3d models

    Hi, I didn't understand how do I load/add 3d model to my project. can someone please explain it to me with an example? Thank you its very important!
  24. Hey, I have a problem with the function Project function inside the Vector3 class. This is my code: var screenXY = BABYLON.Vector3.Project( new BABYLON.Vector3(10, 10, 10), BABYLON.Matrix.Identity(), scene.getTransformMatrix(), camera.viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true)) ); What I want to do is get the 2d screen x/y position from a 3d vector. And this is what gets returned from the function: Vector3 {x: NaN, y: NaN, z: NaN} How can I fix this?
  25. I'm stuck with loading my meshes. I'm new to all the 3D and modelling so any thoughts are highly appreciated. Basically I want to extends Babylons default Mesh class called BaseMesh and add a 'load' function to it to get rid of clutter in my scene code. I'm extending this BaseMesh class for each model I have. My BaseMesh class: (Note that all code examples are written in TypeScript) // BaseMesh.ts class BaseMesh /* extends BABLYON.Mesh */ { public readonly BASE_URL: string; // I want these to be static public readonly MODEL_URL: string; // I want these to be static public readonly NAME: string; // I want these to be static public body; /* constructor( scene ) { // I don't know what to do here super( this.NAME //name scene // scene null // parent ? // source ); } */ public load( assetsManager: BABYLON.AssetsManager ) { return assetsManager.addMeshTask( this.NAME + ' task', // name "", this.BASE_URL, this.MODEL_URL ); } public onLoaded( results ) { // I don't know what to do here this.body = results.loadedMeshes[0]; } public update(): void {} }; A model class would looks like this: // Robot.ts class Robot extends BaseMesh { public readonly BASE_URL: string = '/models/'; public readonly MODEL_URL: string = 'robot.babylon'; public readonly NAME: string = 'robotMesh'; public update(): void { this.body.rotation.y += 0.03; } } In my code above I store the loadedMesh from the AssetsManager into this.body. But here is question 1: why is my model already showing on the scene when the meshtask has run? I'm only loading a mesh, I've not put anything about putting it on the scene. Question 2: How do I extend my BaseMesh class from BABLYON.Mesh so that the result (loadedMeshes) of my load function is "the mesh itself" (instead of an attribute this.body). For example this would mean I could change my update function to 'this.rotation.y += 0.03;' and just generally makes more sense. Question 3: I'm really confused about the relationship between my "code" and my "model/.babylon files". Is there any good documentation/tutorials about this? These questions range from: - when is it healthy to split different parts of a model in different files - do I apply textures in my code or do I do that in my .babylon file - do I apply animations in my blender file or do I code them - ... This was a pain to type, if you have any questions please do ask Thank you in advance!