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Found 39 results

  1. This is a small tutorial in which we learn how to transfer an existing shader from the Shadertoy library to PlayCanvas. Mastering this process opens up many possibilities for using open source shaders and effects in your projects. http://pirron.one/playingincanvas/color-palettes-using-shaders This tutorial is for advanced users and assumes that you are already aware of how the PlayCanvas shader chunks system works. You can study this tutorial to learn more on how to begin with PlayCanvas and shaders.
  2. Hi! This is a tutorial series on how to convert an existing Unity project to PlayCanvas. I saw the need for something like this, as I have been contracted several times to convert Unity codebases to WebGL/PlayCanvas to support HTML 5/mobile deployment. Let me know if you find this useful! http://pirron.one/playingincanvas/converting-unity3d-project-playcanvas-part-1
  3. Tutorial: Texture masks using a shader

    Hi! I started a blog with tutorials about PlayCanvas and WebGL development. This is one of the first tutorials, on how to use shaders to mask and animate textures in real time. Let me know if you find this useful! http://pirron.one/playingincanvas/texture-masks-using-shader You can follow this tutorials on twitter as well: https://twitter.com/playingincanvas
  4. 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!
  5. Some time ago, we launched what turned out to be a really popular browser game: TANX. It's an online tank battle game and it's designed to be all about instant mayhem and fun. But we always felt as though it wasn't pushing WebGL hard enough. So we've spent the last few months revamping it. Here's the result: It's now using the PBR (physically based rendering) support in PlayCanvas. The level, tanks and power ups have all been rebuilt from scratch. So, it's the same great gameplay but with fancy new graphics. Read more about it here. And if you want to play, head to: https://tanx.io Please send us your feedback and suggestions. Want to help us out? We'd really appreciate a retweet: https://twitter.com/playcanvas/status/798871630323843072 See you on the battlefield.
  6. At PlayCanvas we've just launched our latest game. It's an Instant Game on Facebook Messenger called Master Archer. It's a simple idea, fire your bow and hit the fruit, but don't hit the boy! The game was made in-house at PlayCanvas and we used the Spine Plugin to do the animation. The game is designed for mobile (playable in Messenger and your Facebook news feed) but it works great on desktop too. Challenge your mates in Messenger now or you can try it from the Facebook page. Or if you're not a Facebook user try it on our site.
  7. Hey. What do you think is the best option ? I know there won't be probably a "best" option but what would you guys choose? Babylon seems more complex than playcanvas but that might bring some more advantages to the table as well idk...
  8. Blast Arena is a modern 3d bomberman multiplayer game made with PlayCanvas. I launched Open Beta for it about two weeks ago, and after many improvements to the servers and polishing, I feel like it's ready for more people to come in! It is a tiny multiplayer game with what you can have some fun already, I also just launched a winter update! You can play it over here, let me know what you think of it - mostly seeking honest feedback approaching a bigger launch.
  9. PlayCanvas adds easy texture compression

    PlayCanvas added support for texture compression to the Editor today. This gives you: One-click texture compression for DXT, PVR and ETC1 At least 6 times compression of all texture data in your games Most optimal image format dynamically selected for the device running your game Check out all the info here (including a sweet demo, pictured below).
  10. Miniclip have published Virtual Voodoo, just in time for Halloween! It's made with PlayCanvas and uses ragdoll physics plus lots of particle based effects: You can read more about it here. PLAY THE GAME ON MINICLIP
  11. Check out the latest game from PlayCanvas: SWERVE! PLAY NOW It's a simple but addictive casual game. It's super-lightweight, and is playable after loading just 1.8MB of data. It should run pretty much everywhere: smartphones, tablets, desktop. HOW CAN YOU HELP? If you use Twitter and like the game, please retweet our announcement. We'd really appreciate it! Hopefully, it's a good illustration of what you can build in PlayCanvas with just a few days effort. Want to make something similar? Head to https://playcanvas.com and get creative!
  12. TANX is an online, multiplayer tank battle game. Technologies used: PlayCanvas WebGL Game Engine (open source engine + tools), Node.JS, WebSockets, Web Audio API, Fullscreen API, Touch, 2D Canvas. Play in your browser or Install from the Chrome Web Store
  13. We've just released our latest engine feature: runtime lightmap generation. http://blog.playcanvas.com/runtime-lightmap-generation-for-webgl/ Basically we've designed a lightmapping solution that works well for the mobile web. It generates HDR lightmaps at runtime to prevent excess texture downloading. It's pretty cool!
  14. Hello guys, My name is Anton and I'm a web game developer and graphic designer based in Moscow, Russia. My recent projects: http://redsparkzone.com/games/rez/ (code and art, phaser, made for licensing) https://apps.facebook.com/hitthegong/ (code and art, phaser, facebook, firebase, made for client) http://redsparkzone.com/temp/wordpuzzle/ (advergame, no libraries, made for client) Some examples of art: Also, I'm really interested in PlayCanvas technology, so here are a few prototypes: http://redsparkzone.com/totemwars/ (use arrow keys to move around and jump on platforms) http://redsparkzone.com/darkwave/ (features custom area light shader, use WASD to move around) My Upwork profile has excellent clients feedback: https://www.upwork.com/freelancers/~013459d7de994ee593 I'm looking for interesting projects to work on - full game development from scratch, game programming, game design, advergame development, consulting. My current rate is $20 - $30 per hour, depending on project size, complexity and so on. Advergames and mini-games usually come in $200 - $500 range, promotional facebook games - $1,000 - $2,000. Feel free to contact me at: email: hello@redsparkzone.com skype: matrosov.anton.777 Cheers!
  15. The PlayCanvas PLAYHACK Game jam competition winners have been announced. The top three games were: Orbital Survivor - http://playcanv.as/p/3G3RnfUz - A manic spherical shooter where you end up shooting yourself. A lot! Galaxies: Combat - http://playcanv.as/p/Ikq6Uk6A - An arena-style shoot-em-up. Upgradable weapons and endless waves of enemies. Space Pirates - http://playcanv.as/p/VhZwmcKu - Bomberman meets Pac-man. Another spherical style game. This time a collect-em-up. With multiplayer. Play all the games from our blog: http://blog.playcanvas.com/playhack-with-playjam-winners/ PLAYHACK was sponsored by PlayJam and ran from 1st Feb until 11th March. There was £3500 in prize money for the winners.
  16. Counter-Strike 1.6

    My first project in PlayCanvas. I am creating a version of Counter-Strike 1.6 Web Browser. Not much, in fact almost anything yet because I have difficulty in exporting models / textures / etc for PlayCanvas. My other difficulty is the lack of knowledge on the subject. But it is practicing what you learn. Page: https://playcanvas.com/project/365354/overview/webcs
  17. Intro to 3D with PlayCanvas

    I've written a tutorial on how to start your journey into 3D gaming with PlayCanvas - both the engine and the editor. Check it out: Building up a basic demo with PlayCanvas If you're a beginner, want to learn the basics of the engine and see how the online editor works - this tutorial is exactly for you.
  18. PLAYHACK with PlayJam starts today. It's a 6 week game jam / contest. If you've got a good idea for a game involving robots, rockets or UFOs. It's worth taking a look at our PLAYHACK. We've got £2000 for the first prize, £1000 for second and £500 for third. These events are pretty exclusive so if you're a good developer you stand a great chance of winning. More info on our blog. Feel free to ask me any questions.
  19. We've just announced that next week we're bringing back our PLAYHACK game jam. This time it's sponsored by PlayJam, and they've put up £3500 in prize money (about US$5000). Full details will arrive on Monday when we start, but if you've seen our previous PLAYHACKs it's going to be pretty similar. We'll give you a project to start from with some 3D assets to use in your game. You take that and run with it to build a game over 6 weeks. At the end of that time, PlayCanvas and PlayJam will judge the best games and we'll announce the winners. More info on the blog post and watch out for the launch announcement with the theme and assets on Monday.
  20. Hi Everyone, I've just released a PlayCanvas runtime for the Spine Animation Tool. You can grab the code over on Github. To make sure everything works I ported over their sample game Super Spineboy. It runs really nicely. The runtime is available as a simple code plugin, so you can drop it into the PlayCanvas Editor and incorporate Spine Animations into your 3D WebGL games. I also created a simple project that just shows off the regular animations. Hope you enjoy.
  21. [PlayCanvas] TANX

    TANX Tech: PlayCanvas, NodeJS, VanillaJS Play Now! Online, multiplayer tank battle game. Battle opponents from across the world. The first team to destroy 32 enemy tanks wins the game! Play on mobile or desktop. Made with love using the awesome PlayCanvas Game Engine! Originally game was made within 12 hours, and had a core gameplay and was multiplayer day-1. Then we've polished it a bit, and made several improvements. When I have some spare time, I add few other things now and then. This game was played almost 2,000,000 times now, without any advertising, and is supporting it self.
  22. PlayCanvas Showreel

    Hey everyone. We've just published a video montage of cool content made in PlayCanvas. Check it out: Hope you like it!
  23. Here is a playable version of my Desert Moon Defender game I built in a week using PlayCanvas. This was my first project in PlayCanvas and it was a great experience. The game is currently lacking the "in space Boss fight" after each level. http://playcanv.as/p/LxkNoQ1D
  24. Hi everyone, We're onto our 5th PLAYHACK, our monthly game jam competition now. The March event is a special one though. We've teamed up with ARM to give away a Chromebook 2 to our favorite entry. If you were ever thinking of giving PlayCanvas a shot, this month is a great month to pick it up and give it a try. This month, the aim is to build a game using the Buggy model. We've already set up the vehicle physics (if you want to use them). But apart from using the Buggy, the rest of the game design is up to you. Can't wait to see what people come up with. More details in the blog post.
  25. Hi all, Just wanted to let you know that last week we published Dungeon Fury on to the Play Store and Amazon App store. https://play.google.com/store/apps/details?id=com.playcanvas.dungeonfury http://www.amazon.co.uk/PlayCanvas-Dungeon-Fury/dp/B00T349T7Y/ref=sr_1_1?ie=UTF8&qid=1424083352&sr=8-1&keywords=dungeon+fury We've talked a lot in the past about how PlayCanvas can be used to create cross-platform games, but we want to take this all the way through to completion. So we've know got Dungeon Fury running on Desktop Web, Mobile Web and Native Android (iOS coming soon). We used CocoonJS (which I'm sure you're all familiar with) to build the Android version and I'm really pleased with the Canvas+ performance. Dungeon Fury runs at a solid 60FPS on my phone. We also integrated the native ads from Cocoon into the android version so, on mobile web we run Leadbolt and on Android we run ads using MoPub. Works nicely.