Search the Community

Showing results for tags 'generator'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser
    • Pixi.js
    • Babylon.js
    • Panda.js
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 14 results

  1. EDIT: TANKS TO :Jammy EDITOR: http://pixitools.jamdonut.com/ TANKS TO :bigtimebuddy FROM http://mattkarl.com/ EDITOR: https://pixijs.github.io/pixi-text-style/# SOURCE: https://github.com/pixijs/pixi-text-style ___________________________________________________________ hi !, is there a pixi.text generator for the style. Because I find it very long to try different configuration styles without preview. similar as pixi-particles but for the text style ? http://pixijs.github.io/pixi-particles-editor/ thank a lot for help
  2. Texture Generator De Luxe

    It's a pleasure to announce a texture generator "TexGen" to be used by BABYLON developers. Due to the excellent work of @NasimiAsl 's ShaderBuilder it's possible to build a somewhat generic shader and inject the runtime properties (uniforms) on the fly. I've designed a shader-script which takes altenative inputs, generates artificial normal maps, mixes with another optionally image and outputs a really nice 3D look of the (flat) inputs. Live system available HERE (updated) Key featuers: Alternative input sources: PatternGenerator, NoiseGenerator and plain image No need for normal maps, they will be generated on the fly by the shader pattern generator on the javascript side, once generated => turbo speed on the shader side noise generator on the javascript side (Perlin,Fractal,Turbulence), once generated => turbo speed on the shader side Preset concept, all shader/pattern/noise-parameters can be reduced to a handful numerical settings (JSON-Format) Full procedural, images can be mixed optionally Here are some preset patterns from the noise generator and some other Examples. I hope you find this interesting... Greetings, javalang PS. a short description to the LIVE-System (from right to left): on the upper right you find a slider with three input-sources. The next menu are the properties for the pattern generator. On thenext menu are the shader properties mainly for the normal map creation and a slider "balance" where you can mix another image to the input. And on the left side is the noise menu (I prefer preset9 ), there are endless more to be detected... Full procedural image with noise: Mixed with another image: Input source: single image! Input source: pattern generator Noise mixed with image:
  3. Hello Babylon.js Community, I am new to Babylon.js but very impressed by the framework so far. Nevertheless I would like to stay as much JS-framework agnostic as possible. Therefore I wish to use glTF as the data format so that I can (if required) switch to other frameworks and also take advantage of the many tools currently popping up (https://www.khronos.org/gltf) regarding this new format specially created for WebGL. So first I wanted to create a custom build including the glTF-Loader and stable 2.5 version using the “Babylon.js Generator” (http://babylonjs.com/versionBuilder). But for some reason this doesn’t work. Anyone can give me a hand? Any help is appreciated.
  4. Hello everybody! I am looking for procedural terrain generator. I'd like to achieve something like smooth hills or something like here. In the last link there is a beautiful and smooth terrain. I thought about Perlin Noise generator, but I am not sure if is it possible with this function. Maybe do you know something that I can achieve with.
  5. Hello, is it the correct behaviour that instances that are being disposed doesn't get removed from ShadowGenerator.getShadowMap().renderList ? I have the refreshrate set to 0 and only render with shadow on demand. if (_renderShadow && this._manuallyShadowRender) { this._shadowGenerator.getShadowMap().refreshRate = 1; this._scene.render(); this._shadowGenerator.getShadowMap().refreshRate = 0; } else { this._scene.render(); } Is this a problem i this case? I just want to know (maybe it's a bug). Shouldn't ShadowGenerator check the Mesh.isDisposed attribute? Have a nice day Kevin
  6. So yea, my internet was out yesterday and today... soooo I decided to go ahead and create my first written tutorial. Um I hope you like it? https://pryme8.github.io/Das_Noise/Tutorial_1/ Comments, Concerns, Criticism?
  7. Phaser project generators

    Hi all, I'm starting a new Phaser project and I thought I'd take a look at the options for project generators out there. I'm overwhelmed by the amount of options and while I'm sure most of it is down to personal preference, I'd love to hear some opinions on the best way to go. I've worked on a couple of projects in the past that have used Codevinsky's generator, which was great and got me into using prefabs and the like, but that hasn't been updated in over 2 years. These days everyone's talking about ES6. I ran into some problems in the past with inheritance and thought being able to use 'super' would be a good thing, so I thought I'd give that a try, but there loads of different ES6 generators and they all have different features and methodologies. I was thinking of maintaining a list of all the generators I can find with some information about the technology and features, but I wondered before I put too much time into that, if one already exists somewhere? Does anyone have any opinions as to the best way to go, or is it really just a case of trying them all out and going with whatever feels right?
  8. Sellfy (Phaser)

    Hello! I have started a sellfy in which I will post source code of project that is documented and a great way to learn Phaser, also a great way to support me too! https://sellfy.com/SiLD11 Thank you!
  9. TERIABLE

    http://pryme8.github.io/TERIABLE/ I will be pushing updates to this github quite often. Features Soon to be implemented : - More Noise Types - Natural Filters for Erosion and Coastlines ect... - Procedural Shades with Editable base textures - Built in Image Editor and Paint program for texture creation and 3d painting Layers. - Infinite Mode - Spherical Mode - Export (the Region as a fixed object, or as a Dynamic one) I am only two days into development so yeah stay tuned... *** UPDATES *** I added the ability to delete and move the item nodes in the filter stack... this is only a temporary way to process the noises and filters. Soon I will be adding a "Node" drag and drop system where you will be able to make linkages between different process. Example:
  10. So I have tried to develop several games where multiple objects are produced and they move from pointA to pointB and then disappear (deleted) and are no longer required. I have tried many approaches tweening, physics with gravity when they need to fall from a point to a point, also I had the objects on recycle so only the alive ones were rendering. But still the performance took a serious hit even with no more than 50 objects (yes all animating or falling at the same time) and settled around 30-40fps (which is horrible for a simple game) So I was wondering what is the most perfomant approach here for something like this. In terms of animation(tweening) vs physics and about recycle approach. Assume that the objects are actually sprites and may play different frames (even while they animate or fall). Also assume that each object is as big as 5%-10% of the total space of the stage. I really appreciate the help on this.
  11. Hi fellow devs! I'd like to share with you an app I've been working on for the past couple months. http://www.glyphite.com I present...Glyphite! A fast, clean, and affordable Bitmap font builder. Glyphite runs entirely in your browser so you never have to download an app. Choose from a (soon-to-be) massive selection of Photoshop-quality presets and tweak shadows, strokes, and fills to your heart's desire. When you're done, you can export in the standard BMFont format with more formats coming soon. Glyphite caters to every member of your team, from designers to developers to marketers. We've streamlined the experience so that creating stunning text effects is as easy as clicking a button or tweaking settings in Photoshop. It's now ready to be taken for a spin...by you! We've launched in beta right now, but all of the core font-producing functionality is present. The app performs best in Chrome and Safari, but full support for Firefox is next in the pipeline. Take a look (free to try!) and let us know what you think. We're building this tool for you and we would love to know how you use it and what you'd like to see in the future. www.glyphite.com
  12. For everyone who needs a NormalMap Generator for Windows, Mac, Linux and whatever...: I have build an online in-browser free normal map generator. http://cpetry.github.io/NormalMap-Online/ Screenshot: Please give feedback, post ideas or problems you encounter. Greetz, Christian
  13. Hello guys, Allow me to introduce myself, I'm Geoffroy Warin, entreprise javascript developper by day and an html5 game development junkie at night. I really love phaser, I think it's fantastic work and as I kept experimenting with it, I realized I was always bootstrapping my projects the same way. Copy my gulp file then create the small phaser bootstrap classes in typescript. So I decided to create a yeoman generator : https://github.com/geowarin/generator-phaser-gulp-typescript It's really simple but you have nothing to do, just type 'gulp' on the command line and you will get : LivereloadAutocompletion thanks to typescript definitions filesTypescript debugging in your browser with source mapsI also use it to deploy to github pages in one command ('gulp deploy'). Hope you will enjoy it. It can really be helpful if you want to dive into typescript or you wish to have an example of a good gulp build file. I'm 100% open to pull requests and improvements. Cheers !
  14. Hi phaser users, I think it's time to introduce it to the public since scene and prefab generation feature is just finished. Full features listed: Easy and efficient workflow powered by Node.js and Gulp.jsES6 module supportScene(state) and prefab generatorFast live reload with BrowserSyncDeploy with one line commandFor more details, please check the repo: https://github.com/pixelpicosean/slush-phaser-project NOTE: please always update to latest version before using, the project is under heavy development currently. Some screenshots: Why build ANOTHER generator? Phaser is designed without any module system support, so I searched a lot for project generators come with AMD or CJS support, and I did find some nice projects. I use them for some games, and then I saw ember-cli which comes with ES6 module system, and I fell in love with es6 clean and beautiful syntax. That's the most important reason, another one is I did not find any project support blueprint which gives ember-cli a really efficient workflow and clean project layout. PS. Feedbacks and PRs are welcome, let's make it better together And happy coding everyone