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Found 132 results

  1. 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
  2. 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!
  3. 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!
  4. 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!
  5. [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
  6. 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.
  7. 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
  8. 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!
  9. 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.
  10. 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!
  11. 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?
  12. 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!
  13. We're looking to re-create the 3D element of this interface https://xboxdesignlab.xbox.com/en-gb/customize?productid=900WZDF9XJVG We will be building internally the 2D interface, which will allow users to change the colours of an SVG model clicking items from the right hand side list (similar to example site) We're looking to work with a developer to create the 3D model, that will work with our code to change the colour of the 3D model. We will supply the 3D model in a useful format for the website (essentially whatever is required). The 3D model will need to be interactive (exactly like the example site) Clicking the buttons on the right needs to automatically rotate the model appropriately to pre-defined position (exactly like the example site) I'm hoping that the completed code will allow us (if required) to add colours at a later stage (if required) and additional automatic rotation points. Ideally also we would be able to swap out the 3D model if required without needing to re-code the whole project. The 3D solution needs to be standalone, in that we can host it anywhere without any dependancies. Please let me know if you have any questions or are interested in this project. I really need to get an idea of costs/timescales to develop this, examples of similar work would be preferable, the example site is build using Babylon.js. Thanks Dave
  14. 5 latest new maze for Perplexus Shadow Open (BabylonJS WebGL 3D maze game. Very fun, but player still have to manually manage arc camera with mouse.
  15. 3D Props Assets Texturing Service

    Hello! Lirio Art Production can provide mainly high quality texture or 3D props from scratch to final output for your next-gen game. Please feel free to leave a comment here or directly message me regarding your project and estimates at lirioartproduction@gmail.com. - Texture Only: PBR Texture Tileable - $30/texture Included: Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map PBR Props texturing - $45/props/texture Included: Bake the sculpt to the game res Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map Substance Painter smart material [optional] - Asset sculpting, game res and texture: Basic Props [Flashlight, Cabinet, Chairs and Tables, etc.] - $150/props Included High resolution Sculpt Game Resolution Bake sculpt to game res PBR Textures [Base Color, Normal Map, AO, Roughness, Metallic]
  16. Hello! Lirio Art Production can provide mainly high quality texture or 3D props from scratch to final output for your next game. All textures are set to 2048x2048. - Texture Only: PBR Texture Tileable - $30/texture Included: Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map PBR Props texturing - $45/props/texture Included: Bake the sculpt to the game res Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map - Asset sculpting, game res and texture: Basic Props [Flashlight, Cabinet, Chairs and Tables, etc.] - $150/props Included High resolution Sculpt Game Resolution Bake sculpt to game res PBR Textures [Base Color, Normal Map, AO, Roughness, Metallic]
  17. Would babylon be suitable for a game with a 3D world, but with 2D sprites, like Don't Starve? Or a game like bastion/transistor with isometric 2d views but 3d characters? Thanks!
  18. I’m investigating possibilities of porting the graphical part of an OpenGL desktop application to BABYLON.JS. The basic displaying went easy but (for me) the difficult part to create meshes that are 2D forms in a 3D space (please have a look into this 10 seconds video: https://www.youtube.com/watch?v=gFqANSbdtnE). Basically, the rectangles are always facing the camera, but in the same time are rotating and resizing with the entire scene. What would be the right (and hopefully the easiest) way to make that working? Additionally, I would like to display “tool tips” (mesh names) on selected meshes (and when the mouse pointer hovers over a mesh). That part I could easily program myself (except for hovering), but only by using the 3.0 pre-release (see playground https://www.babylonjs-playground.com/index.html#RBP60B). I’ve copied that solution from the GUI playground and it works just fine. Am I using this functionality properly?
  19. Introduction/Presentation of Perplexus Shadow Open Game (How to play - suggestion - tips) Enjoy in playing
  20. Hi there, Can anyone here point me in the direction of a Live2D tutorial or library that would work with Phaser? This seems like an interesting concept and I have not seen anyone try this yet to my knowledge. http://www.live2d.com/en/ https://avgjs.github.io/pixi-live2d-example/ Thanks in advance!
  21. Desktop - Online 3D Golf Game Simulation

    Hi all, this is the latest build of our online golf simulation. it runs on chrome and ff based on threejs/webgl game is in very early stage but you could play at least 3 different courses. https://www.ogcopen.com/golf/game/
  22. Checking nearby tiles

    Hi, I'm making a tile based mahjong clone, you can check the attached image for reference. basically I need a smart way to implement the mechanic of mahjong, that checks when I tap a tile if he has neighbours ( left or right ) and if he has a tile ontop of him. The way these are placed makes it very difficult for me to come up with a system. The sprites/buttons are all overlapping already I have my buttons(tiles) in an array and the references to which tile it is in a seperate array so I can create them easily for more levels. Is there someone who can help me tell phaser to check this without giving each tile in each level a reference to neighbours ( would take forever ) If you want me paste some code just ask
  23. Hello there! I'm Zombie Derby arcade racing game series developer, and I'm gonna make you an offer you can't refuse. 3D side-scrolling shoot-em-up, ZD and ZD2 have multiple modes of play including an endless survival mode and a random races. There’s plenty of destructible environmental elements as well that are guaranteed to help you let off steam after a long day. Not just strategy or advanced gameplay here: but also raw, bloody fun. Here are the links to give you an idea about my games: http://zombiederby.com/part_1/ http://zombiederby.com/part_2/ Both of games are optimized for WebGL: Zombie Derby 1 (WebGL): no public link. Zombie Derby 2 (WebGL): http://www.kongregate.com/games/BrineMedia/zombie-derby-2 And I'm ready to bring my games to you adjusting them as quick as you'd like them on non-exclusive license for advanced fixed payment. Contact Us: Contact form: http://zombiederby.com/support/
  24. blubVolley

    Hi everone I created a small 3d volley ball game called blubVolley at https://blub-game.com you can find the landing page at https://blub-game.com/play/ you can play the game right away. I uses three.js for the 3d and audio stuff, OpenUI5 for the ui. The servers got implemented in C++ with the libraries boost, websocketpp and I used google v8 for the bot scripting. For offline play the game got packed by electron. Any feedback is greatly appreciated. Markus
  25. 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