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Found 23 results

  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. visual js API examples help - Take a look : -Add new game Object with single image: -Use For loop for creating objects -Visual JS -Add Webcam to Object -Add webcam with motion detect -ZoomIn/ZoomOut game_object effect -Translate object -Rotate object ( OSCILLATOR class ) -Add particle -Add textbox view all at : slot demo: Source : 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. Download from : WEBRTC - webcam communication is under : Creator Muaz Khan MIT License - Experiments - 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 npm install [email protected] 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.
  7. Hello. Can you explain me how to run multiplayer example project of isogenic game engine on 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 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 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)
  8. 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
  9. 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 ?
  10. 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:
  11. Fellow game devs, Here are a few links to free 2D assets, sprite sheets and even characters: 1) 301 FREE 2D UI Sprites (#1) 2) FREE 2D Character Pack (#1) including 14 SVG Files 3) 2D Asset Pack 1.0 including SVG Source files 4) 2D POWER UP Pack 1.0 Including SVG source + PNG Source Enjoy :-)
  12. 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
  13. Hey guys, my first post here I tried Unity5 days ago and worked out this demo : 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?
  14. 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.
  15. 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: 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?
  16. 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.
  17. 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
  18. I feel like I don't know enough to contribute to the Phaser, and I'd like to start learning what goes into making a game engine. Any resources and links to get me started would be great. I've already toyed around with Phaser and made my own game with it here: I'd like to know how to create such games from scratch, and what goes into making a framework like phaser, like what Richard did. For example, how good at JavaScript do you need to be? Where do you start? How can I start by making a really simple engine, and slowly work towards creating one that can be used in almost any project? Thanks in advance.
  19. After several months of public beta, version 1.0 of the WADE engine was released today, along with a great new website dedicated to it. My favourite thing is the live code editor where you can see your WADE game (or app) change as you type, directly in your browser. There are also lots of code snippets that work in the same way, a couple of sample games with source code and step-by-step guides, and tutorials (including video tutorials) that also support the ability to type code directly in the browser to experiment with the engine. If anyone wants to have a look, visit and let me know what you think. We keep working to improve it, so any feedback (good or bad) would be really useful to us.
  20. What do you guys like? Are you more into the nuts and bolts type engines like easel or crafty? Or do you like the high level game maker engines like Construct 2 and Game Maker?
  21. Hi I'm happy to say that we've finally reached a point where we're happy to release our HTML5 game engine to the general public, with a free license for indie developers (that is, unless you're a large corporation, it's free). This is the engine that we used for our game Zirma and that we're using for our upcoming games too. It's a canvas-based 2D and 2.5D (isometric) engine. I know that there are many engines out there, but we are not competing with them. As WADE evolves it's going to be more and more different. We have quite a few learning resources on our site, and we are also making a short series of video tutorials to get started with it and HTML5 game development in general. A few of WADE's strong points even in its current (early) version: It's fast. I've spent several years working on engines for AAA console games, and I've learned a few tricks to speed things up. It's cross-platform. It works on lots of mobiles, desktops, tablets, etc. It's easy. As you can see in the above video tutorial, it's just a matter of minutes to get started and to make some simple games. It's platform-agnostic. Make your game once, run it everywhere (automatic input mapping, rescaling, customizable stretching and alignment rules for your UI, etc.) It's robust. It can easily handle complex game worlds with thousand of objects. It's free. I believe I mentioned that And importantly, it's evolving! Here's a teaser of what's coming next: So far it's only been used by a small group of people, and now we'd love to get some more people to use it, and get some feedback on it. If you're interested, you can get it here Any comments would be appreciated. Thanks
  22. Next week on Tuesday 21st May, Turbulenz will be running a live webcast introducing people to the Turbulenz Engine. Details of the event can be found in the news article: We will be streaming the event using Livestream here: If you have questions you would like us to cover during the Q&A, please send them to us ahead of time. There is a comment thread on the Livestream page so you can add them now. Thanks! Ian
  23. Turbulenz are happy to announce that the Turbulenz Engine is open source under the MIT License! We'll continue releasing SDKs along side the open source repository which will be actively maintained by Turbulenz. If you can't wait to try a feature in development or want to contribute, now's your chance! You can find the Git repository at For more details see: Enjoy! Here are a few games that have been built using the Turbulenz Engine: Polycraft Save the Day Space Ark Score Rush