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Found 63 results

  1. Helloes. Important game points Toss up between top down rpg/adventure (snes zelda, secret of mana) with management games Should have quasy multiplayer, meaning that client deals with representation and server does everything else Procedurally generated for the most part, using tilesets or tilesections Gamepad friendly. Both X360 and DS4 How I plan to approach it Step by step, spread across mini-games and mini projects For starters, an idle game featuring the procgenned skill system Everything barebones regarding graphics untill the very end The main issues/worries I have Not sure between Cocos2d-x and PixiJS, or perhaps something else entirely, for the graphical representation What language for server side of things? Anything is fine for me, as long as its the (near)best solution I'd like to tackle the server part early on to know how to approach everything else Closing I wrote a bunch of stuff, then cut it down to bullet points as no one needs to read useless shit. I have no monetary expectations. I have an artist lined up who would do the gfx if I ever make something proper (can invest in some already done assets aswell). I do have experience modding various games and doing general coding across various languages (mini sites, apps and the like for my own amusement). I'm quick learning, adaptive and too old to have delusions of grandeur and will rather treat this as a hobby that eats a big part of my free time. Anyways, hope some of you have some suggestions and know limitations of various libraries and practices involved. I have nothing to offer in return except gratitude.
  2. hi I try to use onBeforeStepObservable so I pass two more option to engine(http://doc.babylonjs.com/tutorials/animations#deterministic-lockstep) var engine = new BABYLON.Engine(canvas, true, { deterministicLockstep: true, lockstepMaxSteps: 4 }); and it occurs an error like below at scene.render() engine.runRenderLoop(() => { scene.render(); }); If I set the lockstepMaxSteps to 1, then it's alright. This issue seems not happen to the example on PG(https://www.babylonjs-playground.com/#DU4FPJ#3) any hint what could be the problem?
  3. Playniax game engine

    Hi guys,This will be the place where I will keep you up to date you on the latest Playniax game engine called Pyro! You can find it onitch.io Pyro is ideal for building 2D games and other interactive graphical driven applications. Pyro apps run on WINDOWS, OSX, LINUX, IOS, ANDROID and HTML5! And... It's FREE! Here is a game made with Pyro
  4. We can render a scene in Babylon.JS reading values like position/scale from form fields. But does it allow to make changes in scene listening real time changes in input fields like $('input').val() var cusotm_position = $('input').val(); canvas = document.getElementById("renderCanvas"); engine = new BABYLON.Engine(canvas, true); scene = createScene(); //draws a mesh at custom_position engine.runRenderLoop(function () { scene.render(); }); $("input").change(function(){ cusotm_position = $('input').val(); delete scene;scene = createScene(); //hangs website for few seconds,need its alternate }); I tried to call scene.render(); on event listener of change in input but that doesn't seem to be doing anything. Is there anything like refrest/update to change to updated variable values. Better if this can be done without removing everything and recreating fresh scene. As delete scene;scene = createScene(); does refresh everything with new variable values but it hangs the website for few seconds.
  5. Visual Novel Engine RenJS

    Hi! I'm a developer from Argentina and I just released a visual novel engine based on Phaser and inspired by Ren'Py, called RenJS. The stories are written in yaml on a list of actions, and then interpreted and executed with Javascript and Phaser. It's easy to use by non programmers and it's super easy to extend and modify for anyone that knows a bit of phaser. I invite you to check the tutorial game I made with the engine itself in https://lunafromthemoon.itch.io/renjs, you can also get the code from https://gitlab.com/lunafromthemoon/RenJSTutorial, download it, play it locally and grab the files to make your own visual novels. There's no official documentation of it yet, but I'm working on it. I hope to get some feedback from you all, thank you!
  6. Hot reloading engine

    // @flow // $FlowIgnore import * as BABYLON from 'babylonjs'; import shortid from 'shortid'; type Color = { r: number, b: number, g: number, }; export default class Scene { _scene: BABYLON.Scene; _camera: BABYLON.ArcRotateCamera; _light: BABYLON.HemisphericLight; constructor(engine: BABYLON.Engine, canvas: HTMLElement) { const scene = new BABYLON.Scene(engine); scene.clearColor = new BABYLON.Color4(0.5, 0.8, 0.6, 0.8); const camera = new BABYLON.ArcRotateCamera('Camera', 1.5 * Math.PI, Math.PI / 8, 50, BABYLON.Vector3.Zero(), scene); camera.setTarget(BABYLON.Vector3.Zero()); camera.attachControl(canvas, false); const light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(1, 1, 1), scene); light.intensity = 0.5; const sphereMaterial = new BABYLON.StandardMaterial('texture1', scene); sphereMaterial.alpha = 1; // sphereMaterial.diffuseColor = new BABYLON.Color3(0.5, 0.5, 0.5); sphereMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0.5); const boxCfg = { size: 5, updatable: true, }; const sphere = BABYLON.MeshBuilder.CreateBox('sphere1', boxCfg, scene); sphere.material = sphereMaterial; sphere.position.y = 5; this._scene = scene; this._camera = camera; this._light = light; } render = () => { this._scene.render(); } dispose = () => { this._scene.dispose(); } } import { Engine } from 'babylonjs'; import Scene from './Scene'; export default class RenderEngine { constructor(container) { this._container = container; } animate() { this._engine.runRenderLoop(this._scene.render); window.addEventListener('resize', this._engine.resize); } createScene() { this._scene = new Scene(this._engine, this._canvas); } render = () => { this._canvas = document.createElement('canvas'); this._container.appendChild(this._canvas); this._engine = new Engine(this._canvas, false); this.createScene(); this.animate(); } reRender = () => { this._engine.dispose(); this._container.removeChild(this._canvas); this.render(); } } const root = document.getElementById('root'); const engine = new RenderEngine(root); engine.render(); if (module.hot) { module.hot.accept('./RenderEngine', () => { engine.reRender(); }); } I am currently learning babylon.js and with my set up I have hot reloading, so when any files are changed, engine.reRender() will be called. To test it out I change up color of sphereMaterial. It creates new canvas, but for some reason it still shows the old colors... Is there any way to clear out the scene and engine to load the webgl with new configuration? Thank you.
  7. Hey everyone! This is a video of a prototype for my first HTML5 game Bunny Hop made using Construct 3. I wanted to keep my first HTML5 game small and simple plus this is my first time really making a game in Construct 3. I don't think any sponsors/portals would be interested in this game for it being so small lol, but I like to start on small projects when I am testing out engines I am new to. Plus I still need to figure out how to host it onto a web server and all that. Here is the Link to a gameplay video!
  8. Modify time scale in 2D physics engine

    Hi, I would like to modify time scale in a 2D physics engine. I searched about it, and matter.js seems to permit timescale modification. In addition, i would like to set 'different timescales' for different bodies (as example: 2 object fall, one will be set to timescale:1 and the other timescale:0.5. So this last one will fall 2x slowly) It sound nonsense, but is there a trick to do it? I thouth about saving positions on last step, and compare them to the new one, then replacing them with a homothety value relative to the timescale. But there is a lot of cases that this can't handle Any sugestions? Thanks
  9. Hey everyone, I'm one of the developers of Curve Fever which is a multiplayer snake game. Due to a complete redesign and performance/loading issues we plan to remake the game with HTML5 canvas. We've already done a little bit of research but I'm already noticing there are hundreds of options for everything. Reading through each option would first of all take a lot of time and secondly it's always advertised better than it is and it leaves out the downsides. I'm looking for some general advice and some advice on frameworks and tools to use. I have a few concerns and requirements listed below along with the information about our current project/setup. About the project The current game is made in Unity and exported to WebGL. However, 20% of the users are unable to load the game and 25% of the users that can load the game has FPS below 40. This is too high and we've had several talks with the developers that work on WebGL in Unity but they say that it's unlikely that it's gonna have massive improvements. Totally understandable because Unity is a massive engine and WebGL is mostly used for demos and such and not full games. Our game is a 2D topdown multiplayer snake game played by milions of users. The servers are custom made with Go(lang) and the communication is done with websockets using Protobuf messages. Most of the game is actually UI for things like chat, friends, shop, lobby, profile, popups and so on. Requirements These are the main requirements we have for our new setup. Exportable for standalone (Windows, MacOS and Linux) - Preferably with generic API's for native things. Exportable for Android and iOS - Preferably with generic API's for native things. Exportable for web portals and Facebook. Being able to run the game locally on Windows, MacOS & Linux. Great workflow for quick development and design. Structured code base (Typescript?) Easy for designers to create UI elements and such. Easy to create UI animations. (or animations in general) Rapid prototyping. Quick load times Good performance on multiple devices. Some kind of versioning would be great. It's also quite important that it's open source. Specific questions Here are some specific questions we have currently. We're mostly just looking for general advice on what to use and what not to use with the requirements we have. Is there something like Electron that also exports to mobile or do we have to use two services? Is it correct that it's best to create UI in the dom? If so, how well will it work with services that export the game? Since most of our game is UI would it be wiser to not use a game engine like Phaser? To give some more context, basically all we have to do in the game is render curves (lines) on the field. The curves will have to be erased too because of client side prediction (multiplayer networking). Is there something that lets us create UI elements easily with animations and such like it's done in Unity? I know that a lot can be done with HTML, CSS and JS but not all game designers may be experts with this and it'd be much easier if there was some sort of software where designers can design the game in. How good are the profilers/debuggers in the available engines? Or do people often only use the browser profiler/debugger? Just putting this here for people that only read these questions. What are some good practices and workflows. Would be great to hear what stack of tools and libraries etc people use and why.
  10. Hi All, TLDR: i really just want a javascript sprite rendering engine, is Phaser right for me and/or with 3.0 will i be able to just use that part of the engine? I am about half way through my first phaser game and am loving it. Because of the nature of the game, i am using very little of the engine. All I am currently using the engine for is input buttons and sprite rendering. No physics, movement, world updates etc... I am using all my own code for doing movement, collision, updates, etc.. In the current phaser version, i am starting to see some slowdown on mobile browsers. I still have some obvious optimization to do which will help but i am at a point now where i could move things around easily since basically everything is just pure javascript. The hooks are not deep into Phaser at all. I read with 3.0 we would be able to add and remove things from phaser to match what we need, is this still the plan? Would i be able to just use the Sprite Render and Button/Input parts? Is there another engine that might be better (maybe just straight PIXI). Or should i just use Canvas and make my own simple sprite management? Any advice from you guys with experience would be much appreciated.
  11. I need to set the X axis as Z and vice versa, so everything should be ZYX instead of XYZ, is it possible ?
  12. Hello, I am a co-founder of a startup, right now we are two people working on developing an app for brain training using a sensor that can measure brain signals. It is a desktop application written in JavaScript using Electron. We have decided that we would like to have a game working inside of the application, that can take incoming signals from the sensor and use them to control the game. For example it could be increasing speed or height as the signal increases. We have been looking into game frameworks/engines to do this. Since we are using JavaScript we would prefer to keep working with that. Electron uses a chromium browser so it also needs to work with HTML5. We have a lot of other things to focus on so preferably we would like to be able to build games quickly and easily, my co-founder prefers not to code so much so we have been looking into drag-and-drop GUI based ways of building games. Like Construct 2, Buildbox, Game Salad, Gamebuilder Studio and lately Qiciengine. We really liked Qiciengine as it is open source and completely JavaScript and HTML but now we found out that it is no longer being developed. I am already getting errors running it with the latest Node version so it does not seem very promising to use without any further development. The game itself can be quite simple, we are thinking 2D and having some character fly in the middle of the screen, going up or down as the signal increases or decreases and receiving points/bonuses based on some score system. I have been a bit concerned with using GUI based drag-and-drop game engines to generate the code as we need the game to integrate well inside of our application and we also need to send in values to control the game, that makes me think that a more code-based framework like Phaser may be a good choice for us as it would ease integration and allow us to have one codebase. On the other hand it may take longer to develop as I would have to write all the code. That said is there anyone who can recommend us how we could develop this game? Would it be ok to use the qiciengine even if it will not be developed? In general do you think it would be hard to integrate a drag-and-drop solution that generates code into our existing application? Would it mean more work in the end as we would have to keep separate code-bases/projects synced?
  13. Time to reveal what is my latest project: https://www.dotworldmaker.com/ So what is it? In short it's a 2D graphical RPG maker directly usable from your browser, which let you create multi player games. You can upload your own art (and soon your music too), change all the game rules, edit the maps, place monsters, create quests, and much more. Who can be interested? Whoever want to create his/her own 2D rpg or just even want to play one. How much will it cost? There will be a couple of options. You will be able to start without paying a cent, but some features will be disabled and available only for payed users. Can I make money with it? Yes you can, as we will introduce premium shops such that your players can spend money on your game. There will be a fee on the sales most likely but you shall get most of the money. Payment for your players and for you will be done via Paypal. Can I create a big game with it? Yes you can create really really huge games, with loads of maps and content. We doubt you will ever reach the limits of our system. Do I need to download something to start? No it's all fully working within your browser using HTML5 technologies (JS and Canvas). No need to download anything neither for you nor your players. Will my game be playable from mobile devices? Yes we do plan to make the games fully playable by mobiles, while the maker will most likely be too difficult to use from a mobile device. When shall the product be ready to be used? You can start already using our product, but we consider it currently as in beta. We plan to have a full product by the end of this year. However our own game will be released only middle next year. Can I save / export my game? We do offer backup and restore of your game data, which you can save on your PC. However we don't have a plan yet to let you export the code to run it on your computer or another server. How can my players access the game I designed? Every game created with our tool is accessible as <your_game_name>.dotworld.me Using this URL your players access directly your game without jumping on our home site. Will you offer some content as start point? Yes we offer 2 different base content you could choose from and use for your own game creation. What about security? We do already have some cheat detection implemented but more will come later on preventing basically most of the player cheating. You can however already try to see what is already implemented and be surprised. Who participate in this project? Currently we are 2 people, an artist creating art, and working on our game, and myself working on the code. What is still missing? If you want to know if you can already use the tool then the answer is yes you can, but we still have loads planned and ongoing. You can check our roadmap for more information: https://www.dotworldmaker.com/todo.html
  14. Hey guys, Just wanted to show my little in-development game engine. I decided to create my own engine as Panda.js didn't got any updates for several months. The goal here is to have a lightweight but powerfull game engine with awesome performances, whatever the device is (ie. Android) while being able to use Canvas+ (so, no DOM is used as Canvas+ doesn't supports DOM). What I've already done: Game config via `config.js` file ; Game scenes ; Ultra-customizable Sprite class that allows to modify everything drawing related ; Mouse events support (click, move, hover, down, release, out) and Drag & Drop support ; Built-in physics engine (made on my own, so a bit hacky/buggy but I plan to fix these issues :p) ; Only redraw what needs to by using a simple variable on every scene children: `needsUpdate`. What I want to do: Implement built-in networking to allow multiplayer games/apps ; Implement UI elements like Text, Buttons, Scrollable panels, Inputs to allow devs to make real Canvas UI ; Fix the overall bugs ; Add some helper classes ; Maybe implement SAT.js for collisions detection/solving ; And finally, build the game I started this engine for :). So this is an "ambitious" project that aims to allow doing things other engines wasn't able to offer me. Source code (Gitlab): https://gitlab.com/skyzohkey/PwassonEngine Demonstration: https://skyzohkey.gitlab.io/PwassonEngine Feel free to contribute to the code, open issues if you find them, create issues for suggestions too. Or simply leave a message here. Thanks for reading, I hope I'll be able to drive this project the right way.
  15. complex games with three.js?

    Hey! I want to create a game thats can run on as many platforms natively. So being a front-end developer i turned to webGL. But i have a few questions: 1 ) Is possible to create big complex and demanding games like: Unturned Risk of Rain Hotline miami Minecraft Terraria Nidhogg Battle block theater Both Graphical as Technical. 2 ) If you use a html wrapper to create a .exe, .apk etc. is the source code protected? Also can you compile to consoles? 3 ) I have read that you can code in c++ and compile it to javascript is that functional? Also is it possbile to write in an high-level strong language and compile that to javascript (i do not like weakly typed languages, and C++ is to low-level for me) 4 ) How does it come that i can not find any big games made in webGL (only tech demo's, fancy websites and games on this forum) 5 ) When i looked around this forum i dident saw any three.js based games. Why is that? i looked at the tech demo's of many engines and three.js looked the most promising. Or is there something i missed? 6 ) Is webGL for my project a smart choice? At the end i dont want my game to be playeble on the web. Only for stand alone on pc, linux, mac. (mobile and console if the project succeeds) 7 ) What is the best engine to use for a 2d/2.5d with some nice light effects? 8 ) Does the steam SDK for achievements, joining friends, steam controller etc. work well with webGL? Thanks for reading, it would mean a great deal to me if you know a answer to one of my questions!
  16. How can we control engine or canvas screen resolution? Can we with lower resolution get betther Frams per seconds? Can se set fulscreen with resolution 800x600 or 1280x1024 If yes, how can we do it?
  17. Hello community , I follow this engine for long time . and i would like to ask you question Does it sound logically that means something you will use ? The Idea: to take this engine API and build c++ backend for cross platform use mobile / desktop . keeping the JAVAScript API with native back end , using something like http://duktape.org/ as wrapper (fast none vm ) and option to use the c++ API directly and the design will be the same as Phaser API . ( c++ function that looks like phaser functions naming conventions ) what do you think community ?
  18. Hello, I've tried a couple different event listeners, to no avail. In a "simple" (i.e. non-ASP.NET) page, it works just fine, engine starts, I can build a scene, no problem. However, when I embed my canvas in an ASP.NET MVC partial, then try and start the engine, I get "WebGL not supported". The script is in the body, renders along with the other partials to Html. Nothing special about that. window.addEventListener('DOMContentLoaded', function() { // get the canvas DOM element var canvas = $("#wizardCanvas"); // load the 3D engine var engine = new BABYLON.Engine(canvas, true); var createScene = function() { // create a basic BJS Scene object var s = new BABYLON.Scene(engine); // connect with partial-provided scene handler (buildScene || (function() {}))(s); return s; }; var scene = createScene(); // run the render loop engine.runRenderLoop(function() { scene.render(); }); // the canvas/window resize event handler window.onresize(function() { engine.resize(); }); }); I've also tried connecting with the onload event. No difference. window.onload(function() { // ... }); Here are my script references, via MVC script "bundles". <script src="/Scripts/jquery-1.10.2.js"></script> <script src="/Scripts/bootstrap.js"></script> <script src="/Scripts/respond.js"></script> <script src="/Scripts/jquery-ui-1.11.4.js"></script> <script src="/Scripts/ExtensionsJS/str-1.0.3.js"></script> <script src="/Scripts/ExtensionsJS/arr-1.0.1.js"></script> <script src="/Scripts/Oimo.js"></script> <script src="/Scripts/babylon.js"></script> <script src="/Scripts/poly2tri.js"></script> <script src="/Scripts/modernizr-2.6.2.js"></script> Is there something about the server-side MVC rendering that is causing problems? And how else would I know that, per se? Actually, I wonder if it is because my script references are in the incorrect order. I'll try that next. Regards, Michael Powell
  19. Which JS engine for online game??

    Hi, Which Javascript based game engine would be best and easiest to make online game based on (maybe) websockets ??
  20. Hi guys. there is this new tool of Rpg Maker. And now with it you can also made game in HTML5. Now i'm testing who is the fastest engine on mobile devices. I played this games on my LG G4 : Made with Construct2 Another game made with Construct2 made with the new tool Rpg Maker MV The results are : first game made with c2 : 4/10; second game made with c2 : 7/10 and third game made with rpgmk 7/10. Now the question : why a game made with the same engine is faster than another ?
  21. I have map what I made in 'Tiled' this map have two layers 'firstFlor' and 'firstFloorBlock' and mape have a name 'map1' and for make this map I used three tilesets png with names tile1 tile2 tile3 Than I load those stuff in preload.js like a this.game.load.tilemap('map1', 'maps/map1.json', null, Phaser.Tilemap.TILED_JSON); this.game.load.image('tile1', "maps/tile1.png"); this.game.load.image('tile2', "maps/tile2.png"); this.game.load.image('tile3', "maps/tile3.png");And here is the point, I have no idea how to load those things in game in create function map = this.game.add.tilemap('map1'); map.addTilesetImage('tile1'); map.addTilesetImage('tile2'); map.addTilesetImage('tile3'); layer = map.createLayer('firstFloor'); layer.resizeWorld(); layer.wrap = true; var layer2 = map.createLayer('firstFloorBlock');But is a pice of scrap... and not working at all
  22. Hi, After writing few times games in different languages (mostly some student projects), I came up with an idea to write my own 2d engine in JavaScript. My main goal is to learn something new (and to have fun with it). Simple project became huge and even lived to see its own sprite-model'ish-animations editor. My problem is performance and not fixed number of frames: 1500 elements stress test: https://jsfiddle.net/uwmktzq6/embedded/result/ code: http://jsfiddle.net/uwmktzq6/ (I tried to remove unnecessary lines of code to improve readability) Conclusions: drawImage function occupies 83% of total script execution time (screen: http://i.imgur.com/zy5SB7s.png) and the frame rate is not stable (~40-60) (screen: http://i.imgur.com/KBNF4V7.png). I'm pretty sure that it's not garbage collector's fault. I would like to mention that i cache every 'shape' and draw it as whole image later because it is faster than painting each shape 60 times per second also in example above i draw everything even if some element is outside the canvas. You probably wonder why would anyone need 1500 objects on screen, well i don't need them but it should be possible to do. For example Pixi can handle (on my machine) 10 000 bunnies at the same time (http://www.goodboydigital.com/pixijs/bunnymark/) and I'm sure they are not using web workers in that example. I even tried to get some hints how to improve code from Chrome's V8 JavaScript engine but results are not stunning. Pre-rendering frames sounds cheap for only 1500 elements so i didn't try it. My question is: are there any tricks to improve performance of drawing images? Or maybe I'm doing wrong something else?
  23. Hi everyone! It's my first post on this forum, but I'm for a longer time just reding posts. Ok, finally I have to ask a few questions by myself. If tl;dr, read just numbered questions (or one of them though) Actually I'm creating a fast-paced 2d shooter (side-scrolled, like soldat - if You don't know this game, take a look at video in the end of post) and finally got few problems. Game is using PIXI.js and uhm.. Was using p2.js, but that library has been superseded by PhysicsJS. Now I still have few problems, that is: 1. I still wonder if PhysicsJS is a good physics library for fast-paced shooter and I'm still thinking about return p2.js or use another better engine. I have read and checked few other libraries (like matterjs - box2d and similar aren't an option because of not plain javascript code). Is there any better option? 2. I have a problem with shooting. I really don't know how to do this. Or maybe otherwise - I have done it, but not the way I want. In p2.js everything is excellent except shooting - If bullets were too fast, collision detection event didn't notice collision beetwen bullet and other stuff. That's a major reason why I changed library to PhysicsJS. Now there is a problem with gravity and shooting. If Bullets are fast, they appear on screen in groups of 4 bullets separated by few pixels. Otherwise they are landing on ground very quickly. How can I do better shooting ? Maybe just in PIXi.js with own collision detection (just for bullets) function ? 3. This game will be a multiplayer. Is PhysicsJS or p2.js a good library to run on node.js? And will sharing few servers (game rooms) on one node.js server (for ex. 4-5 servers for 20 players one) be a good option looking at performance and cpu? Thanks a lot for reply ! As I said at beggining, I'm giving soldat gameplay:
  24. Random Dungeon Generator for Phaser

    Hey Everyone, Been working on this for a while, and finally ready to release it into the wild! I've created a 'template' for a Random Dungeon Generator using phaser. Please check it out on my blog, where I also have a live demo of it. Feel free to copy, share, etc the code and ideas, and please let me know if you have any changes or improvements, and I would love to see what games people come up with using it