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Found 31 results

  1. GrosSacASacs

    Is Babylon.js for me ?

    Hi, my team and I are going to create a new game that will run in the browser. I searched a few hours and found a ton of game engines for the web platform, and it takes a lot of time to compare them all. I can program in JS and understand the Web platform well. I want to use a game engine with at least the following functionalities, a 3D API with the basic stuff (camera, meshes, materials, animations) Dynamic Shadows, Lights scene management good fps (frames per seconds) Uses WebGl (or other standards) Can import 3D files from other programs (ex Blender) Scales well (Big big game project) Does Babylon.js satisfy my needs ? I think yes but I am not sure. If not, what should I use ?
  2. Hi guys, I read about egret engine(chinese engine) a week before and installed it.But i couldn't find any game dev community in english. If there is any community or somebody using it.Please Reply.
  3. Gio

    Wade 4.0

    Hi everyone A few weeks ago we released version 4 of our awesome html5 game engine. TLDR: Here's a 3-minute video overview It's a pretty unique thing that you can use as a plain JavaScript framework (with your own IDE and tools), or as a fully integrated authoring tool, or both at the same time. It does a lot of things, including: Drag and drop objects to construct your scenes Write game loops and event handlers for your objects with an integrated code editor Powerful Sprite and Animation editors Isometric and Tilemap terrain editors Physics editor: define shapes, connect objects together with joints, define physics properties with an intuitive GUI Flow chart editor to organize your game logic Real-time shader editor for individual objects and for post-process effects Dedicated visual editors for specific game types such as Match-3 and Hidden Object Export your game/app with one click to Windows, Mac, Linux and Android. Or download the source to do whatever you want. Use ready-made assets from a growing list of online repositories. You always get access to all the code powering them so you can change anything The key thing is that it's a very, very flexible system that allows you to do things the way you like: Design games with a fully-featured visual editor, or use WADE as a plain JavaScript framework to integrate with your own tools. Your choice. Write all your code from scratch, or use pre-made objects. Or some pre-made objects and some of your code. You decide. Entity-Component-System. Or not. Or just a bit. It's up to you. Entirely data-driven. Partially data-driven. Not data-driven at all. Pick the approach you prefer. Event-driven or update-loop based. Or both. Whatever suits your needs. Choose a renderer: WebGL, 2d canvas, or both together. Organize your game flow with code, or with flow charts. Want to do a bit of each? Of course you can Work directly in your browser using our online editor, or download it and use it off-line It's completely free to use (and open-source), give it a go if you like. The visual editor works in your Chrome browser, no need to download anything (if you want you can download it though, or just download the js framework).
  4. About MGN Studios: MGN Studios is the new game development division of Freedom! Family Limited. Our mission is to create great games and technologies that actively engage and involve the YouTube community of players, bloggers, reviewers and creators. We’re setting up shop right here in beautiful Vancouver! If you want to join a start-up where you get to work remotely and build something new, and be a part of an honest & transparent leadership team with a veteran Studio Head, then MGN Studios is for you! THE ROLE: Are you up for the challenge? We are currently seeking a Senior Game Engine Developer to join our team in leading the architecture and development of browser-based video game engine technology. You will be the driving force in the design and development of our studio’s game engine infrastructure. You should be comfortable diving deep into technical architectures and requirements, able to quickly identify solutions to challenges discovered during development, and ready to direct and mentor other developers in creating a robust and scalable code base. Prior experience building browser-based multiplayer game technology is preferred. We are looking for someone to be a key participant in the creation of a collaborative environment that leverages agile development and rapid prototyping; rewards creative solutions and intelligent risk taking; fosters a culture of excellence, respect, and fun; and makes great games. RESPONSIBILITIES: Are you ready to make a contribution to our team? Lead the design, implementation, and growth of a browser-based HTML5 multiplayer game engine. Manage and mentor a team of software developers through the interactive development process. Set company-wide code development standards and best practices. Work with game designers and artists in the development of game features, art pipelines, and tools. Partner with producers, PMs, and other leads on schedules and plans. Identify technical and production issues/risks and propose solutions. QUALIFICATIONS: Do you have what it takes? Degree in Computer Science and/or relevant professional experience. 5+ years experience in professional software development. 3+ years of experience in the development of game engines. Very good knowledge of existing game engines (e.g. Unity, GameMaker, Phaser, Pixi, Turbulenz, etc.) and server side technologies. Deep knowledge of modular programming, API design, and game architectural patterns. Extensive experience with frontend and backend technologies such as HTML5, Javascript, CSS/CSS3, jQuery, PHP, Python, Node.js, MySQL, etc. Source revision control experience (Github preferred). Professional experience in agile software development. Experience working effectively in cross-functional game teams. Excellent oral and written English communication skills. Experience developing MMO city builder games is a PLUS Experience developing casual MMO .io games is a PLUS Experience with Apache Ant, iOS WebKit, Android Webkit / Chrome is a PLUS Knowledge of video platforms including YouTube, Dailymotion and Twitch is PLUS COMPENSATION: Competitive Salary Flexible work hours Flexible work locations (home, office, etc.) Are you intrigued? Here are a few more reasons to make MGN Studios your daytime/anytime home: Work remotely - Did we already mention you get to work remotely? Yes, it’s true! Leadership - Do you like working with veteran Studio Head who will give you clear direction, honesty and guidance, and believes people are the pillars to success. He’s the opposite of an evil villian with a curly moustache. Build something new - Play a role in building a game development studio that can’t stop and won’t stop growing. Career growth - Make an impact by leading projects and driving the direction of the studio. Develop initiatives and solutions that drive your career and boost the studio’s growth. For Freedom! Does this sound like you? Please apply asap as we are interviewing immediately for this permanent, full time position. PM and we can arrange a time to speak over the phone!
  5. 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.
  6. mfdesigner

    oTakhi Platform: Plasma Gun FX

    Use scrolling texture map, OTAKHI.Lightning helper object, and particle system to create myriad of plasma beam effect.
  7. mfdesigner

    oTakhi Platform: Vortex Force Field

    Vortex Force Field.
  8. Physics-based modeling of explosion and pressure wave based on Friedlander Equation.
  9. Update: We are now on Steam Greenlight. Please upvote it and show some support. Good news everyone! The Game Pencil Engine is now Now Available! The Game Pencil Engine features Windows[available now] and Mac+Linux[Coming soon] Editors, 2D Canvas rendering and physics, Tiled and Animation support, strict-mode compliant Javascript scripting, and deploys natively to HTML5, console(s) and desktop. Game Pencil Engine Editor / \ You can now create 2D games with our dynamic editors which place respect on code and components. Currently, we have a sale for developers to get the Game Pencil Engine for 20% off now until July 4, 2016. Download Now
  10. willeastcott

    Make AR Browser Games with PlayCanvasAR

    I'm excited to announce the open-sourcing of PlayCanvasAR - a cool extension to PlayCanvas that enables browser-based AR games (and other apps), even on mobile: https://github.com/playcanvas/playcanvas-ar Here's a little video: We tweeted about it here: https://twitter.com/playcanvas/status/913212518956384256 Please help us spread the word with a retweet if you like what you see! And let us know what you think!
  11. 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. https://www.otakhi.com/petridish
  12. 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.
  13. down votefavorite I have previous experience with Unity, but I don't like the fact that Unity compiles your game directly into APK (or IOS equivalent). It's because I want to modify the game to provide chat interface (and some other stuff) for multiplayer mode etc. So, I thot of doing it the other way - 'create an app and embed a multiplayer game within it'. Now, again this approach meant that I had to develop for android and ios seperately. But, then I came across React-Native library (mobile extension of popular React framework). Now, I have decided to create an app using React-Native (cross-platform), but now I am confused as to which game engine should I use and I think since React-Native is javascript, game engine needs to be in javascript for seamless integration. I am planning to use to embed the game in my react-native app. Can anyone suggest me any good javascript game engines that can be used along with react-native? I have done some research on Phaser and Pixi but they use WebGL for rendering and I read somewhere that doesn't have great support for WébGL or Canvas(Am I wrong?). Any help is highly appreciated
  14. Our web application and game development environment was designed from ground up to fully utilize the next-generation multi-touch-capable user interfaces and devices.
  15. Emerge!Lord

    Emerge! Spritesheet Generator

    Hello fellow-devs, I've started to make a online editor for my own game engine and would like to have some feedback from people who know what is needed. I started by creating a online spritesheet generator and now I would love to get some feedback. This is also the opportunity for you to tell me about features you would find useful. http://concentric-scale.com/emerge/#/ecsbeta
  16. zlatnaspirala@gmail.com

    Visual-js game engine

    visual js API examples help - Take a look : -Add new game Object with single image: https://jsfiddle.net/zlatnaspirala/rjf0xe0a/ -Use For loop for creating objects https://jsfiddle.net/zlatnaspirala/noax17kz/ -Visual JS -Add Webcam to Object https://jsfiddle.net/zlatnaspirala/xsffd9v6/ -Add webcam with motion detect https://jsfiddle.net/zlatnaspirala/j60hh052/ -ZoomIn/ZoomOut game_object effect https://jsfiddle.net/zlatnaspirala/pjjow5q6/ -Translate object https://jsfiddle.net/zlatnaspirala/0tt6rmnq/ -Rotate object ( OSCILLATOR class ) https://jsfiddle.net/zlatnaspirala/1x7bq0gf/ -Add particle https://jsfiddle.net/zlatnaspirala/hoe9auLm/ -Add textbox https://jsfiddle.net/zlatnaspirala/0u5j1ap8/ view all at : https://jsfiddle.net/user/zlatnaspirala/fiddles/ slot demo: https://maximumroulette.com/framework/ Source : https://bitbucket.org/nikola_l/visual-js creator : Nikola Lukic about : Visual JS 2d canvas multiplatform game engine This is JavaScript game engine (server part node.js / client part js) Js framework with windows GUI editor and game instance creator. **Basic licence rules :** 1) Each file in this project has its own license , be careful , do not violate the basic rules. 2) You are free to use any version of Visual JS library in any other project (even commercial projects) as long as the copyright header is left intact Except for plugins on sale and graphics that come with them (they have special commercial licence). 3)Please read the following terms and conditions before using this application: Disclaimer of warranty 'Visual js' is provided "as-is" and without warranty of any kind, express, implied or otherwise, including without limitation, any warranty of merchantability or fitness for a particular purpose. In no event shall the author of this software be held liable for data loss, damages, loss of profits or any other kind of loss while using or misusing this software. External licences in this project : Webcam NUI control is under : Created by Romuald Quantin.http://creativecommons.org/licenses/by-nc-sa/3.0/ Download from : https://www.adobe.com/devnet/archive/html5/articles/javascript-motion-detection.html WEBRTC - webcam communication is under : Creator Muaz Khan www.MuazKhan.com MIT License - www.WebRTC-Experiment.com/licence Experiments - github.com/muaz-khan/WebRTC-Experiment Installation and setup : In server Instance folder (navigate to server_instance/) 1) Install next modules : In node.js command prompt or console enter next installation command : npm install mysql npm install delivery npm install express npm install mkdirp npm install socket.io npm install nodemailer@0.7.0 Setup config.js You will find config.js in server_instance folder : (All node.js application you can find in same folder (server_instance) . Some app have local usage ) module.exports = {VERSION : "0.5", PATH_OF_NODE_APP : "D:/PATH_TO_SERVER_INSTANCE_FOLDER/server/" , // EDIT HERE PATH_OF_WWW : "D:/xamp/htdocs/project_instance/", // PATH_TO_WWW EDIT HERE EDITOR_PORT : "1013", REG_PATH : "users/", ACCOUNT_PORT : 3666 , DESTROY_SESSION_AFTER_X_mSECUNDS : 20000, }; }; This is all . CLIENT OR WEB APPLICATION # How to start : 1) Copy project_instance/ folder to the www folder or use visual-js.exe and create new application (select folder for www and server path). 2) start server_instance/editor.js 3) In browser navigate to project-instance folder (index.html) Click right button and you will see content menu . First item is **Add New game object** . Than your game objectn will show at web page. Right click on rectangle area to see game object cantent menu. **local node.js application tools** ( *Use this in develop mode only* ): # - server_instance/res.js - create RESOURCE js object ( ADD image or images for animation ) put image or images in one folder for example TEST_RES/ . Put that folder in this location **project_instance/res/** . run server_instance/node res.js After finishing restart web page ind enter in console RESOURCE.TEST_RES RESOURCE have all images path data. When you create folder with image and build with *node res.js* we did not create images object. Images object will be created after you add animation to the game objects. This is good because memory safe. - server_instance/editor.js create game objects direct in web browser view.
  17. Hello. Can you explain me how to run multiplayer example project of isogenic game engine on c9.io? I have installed this engine and then I do this: node ./server/ige -g ./examples/24.1-network-stream and then it happens IGE *log* [IgeNetIoComponent] : Network component initiated with Net.IO version: 1.0.0 IGE *log* [IgeNetIoComponent] : Starting net.io listener on port 8080 IGE *log* [IgeNetIoComponent] : Starting client/server clock sync... IGE *log* [NetIo.Server] : Server is listening on port 8080 IGE *log* [IgeEngine:ige] : Starting engine... IGE *log* [IgeEngine:ige] : Engine started IGE *log* [IgeStreamComponent] : Setting delta stream interval to 30ms IGE *log* [IgeStreamComponent] : Starting delta stream... IGE *log* [IgeNetIoComponent] : Server now accepting connections! then I'm going to example project folder and run index.html file (or server.js) and it show this: Started apache2 (98)Address already in use: AH00072: make_sock: could not bind to address [::]:8080 (98)Address already in use: AH00072: make_sock: could not bind to address 0.0.0.0:8080 no listening sockets available, shutting down AH00015: Unable to open logs So what I'm doing wrong? (sorry for mistakes. english is not my native language)
  18. Generis Studio

    Generis Web Game Emgine

    Generis is the first free online game engine of its kind that allows novice to professional web game development entirely online. It is still at an infant stage but holds quite some promise. Although being a game engine, Generis interface also allows development of any other web apps, not just games. It can be found at: http://generisengine.appspot.com
  19. Fellow game devs, Here are a few links to free 2D assets, sprite sheets and even characters: 1) 301 FREE 2D UI Sprites (#1) http://soloflare.blogspot.com/2015/08/assetpack1.html 2) FREE 2D Character Pack (#1) including 14 SVG Files http://soloflare.blogspot.com/2015/08/charpack1.html 3) 2D Asset Pack 1.0 including SVG Source files http://soloflare.blogspot.com/2015/08/assetpack2.0.html 4) 2D POWER UP Pack 1.0 Including SVG source + PNG Source http://soloflare.blogspot.com/2015/08/pup1.html Enjoy :-)
  20. Elvarion

    HTML5 Game Engine Tutorial

    Hi, My name is Pavel I have started a series of Tiled Game Engine posts and will update it weekly if possible and will share my experiences and knowledge i learn wile making MMO RPG during several years of development as indie. I'll cover creation of Javascript based game engine from the ground, how to work with new API of HTML5, like XMLHttpRequest2, WebWorkers, WebSockets and etc. Several design patterns will be covered from performance and memory usage perspective. Currently Tiled Game Engine can works with tiled map of 1500x1500 dimension, more than 100 animated units on the screen simultaneously and more than 1000 units off-screen. The source code of that engine will be available on GitHub. Part 1: Game Loop Part 2: Stages, Assets and Loading Stage Hope not only to share my expertise, but get your feedbacks if any. Best regards,Pavel
  21. Hey guys, my first post here I tried Unity5 days ago and worked out this demo : http://opengg.me/940/spaceshooter-simple-unity3d-game/ Unity5 turns out to be an outstanding game engine to develop a WebGL Game, the problems are: The code size is still too large, 19MB of JavaScript code, taking too much time to generate, load and execute.WebGL on mobile is still a mess, making any game built by Unity5 not available to a majority of mobile web browsers.Even on the best performing mobile devices like Nvidia Tegra K1, an Unity5 WebGL build still takes too much performance cost, FPS below 30, making it less appealing than the native builds.Unity's 2D games cant make use of 2d context of html5 canvas, they use WebGL context, same as 3D games, so still suffer the problems above.So, I want a more mobile-friendly game engine, requirements including: Mobile-friendly: I can use 2d context of html5 canvas whenever I want, and the final builds should be less than 10MB with an empty scene. Productive: An editor/ide that somewhere near the Unity Editor, with features like spritesheet editing, scene hierarchy/inspector, animation controller/finite state machine. I just cant go back to handcraft everything again. Well-performed: Not just 60 FPS on PC browsers, a rogue-like tile game or a srolling space-shooter game should be jank-free on mobile chrome, 30FPS above. Physics: Simple colliders and rigibody support is good enough.Is there a game engine that meets these requirements?
  22. playif

    A Dart port of Phaser

    Hi, This is my first post on this forum, please correct me if I made any mistake. I have developed a Dart port of Phaser. I know that there is a official TypeScript definition for Phaser, but still no port for Dart-lang. Currently, almost all features are implemented (except P2 and ninja physics). And some examples selected from official website were also included to test my Dart port of Phaser. I tried my best to keep the consistent API to minimal effort of transferring JS code to Dart (you can see that in examples). I would love to see anyone trying my play_phaser game engine, and please give me your feedback.
  23. I watched this talk Developing Games Using Data not Trees. It talks about a new paradigm of building programming, that is Entity - Component. He has a github repo with useful links for more information here: https://github.com/kirbysayshi/pocket-ces/blob/master/doc/jsconfeu-2014/bibliography.md. There I saw this new game engine using this paradigm Psykick2D. It also uses Pixi so competitive to Phaser, I will definitely check it out, what do you think?
  24. Hello, I'm ratalaika. I've released a HTML5 version of the well-known Action Script 3 engine Flixel. About Flixel JS is a port of the famous AS3 library Flixel. It has some improvements and also some new stuff like support for SpriteSheets or Tiled Map format parser. It's still new and shiny so you may find some bugs. Features It includes almost all the feature the original one as, like cameras, particles, integrated collision system... But also some new ones! Like Sprite Sheet support, Tiled Map format parser, touch input (for mobiles), tweening, and some more that are under development. It will include a port of the also know Flixel Power Tools by Photonstorm. Flixel JS is thought for people that coded in OOP languages like AS3 or Java. It includes a default inheritance system and a package system. Simple FeaturesIntegrated basic collisionGroupsSoundMouse inputKeyboard inputTouch inputColor utilitiesParticlesText displaySave games and preferencesCamera scrollingTilemap supportTiled Map format parserAdvance Features Record and play backPath findingCamera systems for split screenObject recyclingTweeningSprite Sheep loading for performanceOn Screen game padsBitmap Fonts For more you can check the github page Flixel JS. Also there is a Reddit post.
  25. Hello everyone, I am looking to create a top-down 2d game - firstly for desktop browsers - that has no need for gravity based physics. I have a few algorithms that I would like to implement that perform flocking of multiple avatars along with obstacle avoidance and collision - driven mainly by mouse movement. I'm quite happy implementing those but if there was a framework/engine/library that did the heavy lifting of Rendering, Sprite, Sound and Texture management - that would be useful. Is it better to mix-n-match libraries or choose a game engine that allows me to disregard the gravity physics and let me have lots of control of the sprite movement (for obstacle avoidance) and mouse movement detection? Thanks James