Search the Community

Showing results for tags 'playcanvas'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 57 results

  1. Hi, my second 3d html5 game developed using playcanvas https://playcanv.as/p/47539250/ For non-exclusive license, contact : arif@dumadu.com
  2. My 3d game in html5. Looking to provide non-exclusive licenses of this game https://playcanv.as/p/f5b2f1db/ Contact me for more details: arif@dumadu.com
  3. Looking to convert unity 3d game into HTML5 with facebook Instant api integration to release on Facebook Instant and messenger platform. Please contact experts who has relevant experience and a strong portfolio. Email: abhishek.buchvani@hyprgames.com Skype: abishek.17
  4. Aphrodite Starter Kit UI Text Input A PlayCanvas ready to play starter kit providing a ready to use UI Text Input that works both in desktop and mobile. See it in action here! A complete PlayCanvas project is forked and added to your account. You will be receiving a ready to play project and access to the full source code. You can use it to easily add mobile friendly input boxes anywhere in your UI and even directly in your 3D world. Features list: Easy to setup with documentated parameters. Works in both desktop and mobile devices. Three different types provided: All text, Numbers and Password. Automatically resizes when text is out of bounds. Copy/paste supported via keyboard shortcuts. Full source code provided.
  5. Aris Common Utilities for PlayCanvas (free) A collection of functions and utilities that extend and help automate common actions in the PlayCanvas editor. An expanding collection of useful methods from our PIC extensions that can help every user in many common PlayCanvas tasks. Features: Export part or all of your scene’s geometry to OBJ. Easily duplicate an entity as many times you require with a click of a button. Grid positioning: easily position your entities in grids, full control of cell size and axis. Automatically calculate size and position of any Box Collision component, taking into account its children entities. More coming! Watch this place for new methods added. Get it for free now: https://pic.pirron-rodon.one/
  6. Navigation mesh generation inside the PlayCanvas editor in seconds and a 3D pathfinding runtime to animate any entity on a path. Get it here! Easily created navigation zones, find paths and animate your entities on them. Play with it on our playground here! Features: Navigation mesh generation inside the PlayCanvas Editor using Recast, all settings are exposed to tweak. The source .obj of each navigation mesh is added to your project. You can easily download and further edit it. Parse any number of selected entities or even the whole scene. Easily manage your pathfinding zones, simple API to switch active zone on runtime. Pathfinding runtime API to find paths and animate entities on them. THREE-Pathfinding is used as the pathfinding solver. View the documentation here. By subscribing to this product you get access to an editor extension that can easily generate navigation meshes inside the PlayCanvas editor. In addition you get full source code access to all run-time scripts and the THREE-Pathfinding solver. All navigation meshes generated are yours to keep, even after your subscription has ended.
  7. Supercharged objects placement using physics directly inside the PlayCanvas editor. Speed up your scene creation! Create natural looking scenes without effort, paint anything on top of anything. Use cases: Easy to use rules for painting a collection of objects. Paint decals on top of surfaces without worrying about manual placement. Drop feature to create natural looking scenes. Athena Terrain Creator support for painting on terrain models. Get it here: https://pic.pirron-rodon.one/ View the documentation here. Speed level design: Physics Drop Feature:
  8. This has been under development for a while but we are proud to have it released today! Using a Chrome extension you can subscribe and load our libraries directly inside the PlayCanvas editor. We are determined in providing a list of editor extensions that empower PlayCanvas and solve case specific problems. Coming soon: Physics Painter P2P Multiplayer Animation Timeline Starter Kits Learn more: https://pic.pirron-rodon.one/ Athena Terrain Creator Create dynamic terrains from heightmaps with adjustable quality and multiple textures that render directly inside the PlayCanvas editor. Terrain creator is an editor extension that integrates seamlessly with the PlayCanvas editor. It provides tools that help you add natural terrains in your scenes and the ability to do object placement in a WYSIWYG way. Features list: In editor terrain generator from heightmaps. No need to include big terrain models to your app, reduce your download size to a minimum. Terrain generation on runtime is fast! Depending on the quality selected can be < 300ms. Support for single and tiled heightmaps, seams are properly calculated during normals generation. Why tiles? Benefit by camera frustrum culling to achieve greater performance. Support for infinite number of terrains! Take care of your polycount and you can have as many terrains as you like. Control your terrain model detail by selecting the number of subdivisions. Control your terrain total size in all directions. Support for colormaps with up to four texture channels. The splatmap shader uses the PlayCanvas shader chunks system supporting all lighting/rendering effects. The terrain model generated uses a standard PlayCanvas material for lighting. A collision component is added that allows compatibility with other editor extensions coming soon. A special terrain-runtime.js script is added to your project to generate your terrain on runtime. All terrains generated are yours to keep! All extension fields include detailed tooltips with usage instructions. Coming soon: API pc.Events that allow you to add your custom logic during terrain generation/texturing.
  9. Hi, does anybody know a professional/real mobile game made with Three.js/Babylon.js/Playcanvas? It seems like no one is betting for these technologies and goes for Unity or similar.
  10. I am new to html5 games. I wanna know what LACKS in HTML5 games in terms of revenue ? Can you monetize html5 games with banners and interestitial ads as ANDROID GAMES DOES ? Is there a possibility of implementing IAP or rewarded videos like ANDROID ? Do u thing that using webview that host an HTML5 game in ANDROID and use all these forms of ads above is a good idea ?
  11. Hi, I am learning PlayCanvas to develope some high quality 3D interactive render (currently no games). My previous experience is with Unity3D and I need to port some contents in PlayCanvas. I am also trying to work directly with PlayCanvas Engine without using the editor to realize a viewer that acquire realtime information from my website (something like texture or 3d models). I am looking for some expert coders that can help me both to improve my skills with PlayCanvas Engine and realize some piece of software for me. Please, feel free to contact me to have more info. Cheers!
  12. Hello all, We are expanding our team so we are looking for HTML5 (JS) programmers who are passionate about casual gaming, who want to work in international environments, with very experienced industry peers and great learning opportunities. If you have all these qualities we would like to meet you: A strong desire to learn, collaborate and work hard Organized and proactive Proven proficiency and professional experience (or extensive amateur experience) in at least one of the following game engines: Phaser Pixie JS Cocos2D-html5 Haxe/OpenFL Playcanvas Extensive domain of HTML5 and JavaScript Have demos or portfolio you can share Knowing some/all of these skills will make you a little bit more suitable for the position: Intermediate, Advanced or University Studies in Programming Experience working with third-party SDKs (Facebook, Adm...) Experience developing multiplayer games Knowledge of AWS or Google Cloud Knowledge of Unity 3D English You are gonna help us: Technical implementation of the games we make Guarantee the highest quality of our products Collaborate in the design of games Create a better working environment Benefits Flexible schedule with core hours from 10:00 to 15:00 (you choose when to work the rest) Possibility to grow professionally in the company To be able to learn from professionals with more than 10 years of experience in the industry. Join one of Europe's most successful casual gaming companies Possibility of working remotely if you are not in Barcelona PM us your updated CV (and a link to your portfolio) and we will contact you shortly. THIS IS A PAID POSITION
  13. I want to make a 3D RPG. I already have the storyline planned out. I also already have a 3rd person camera set up in playcanvas, but since i'm not amazing at programming yet we can use whatever game engine the programmer wants. The RPG will have 4 characters, including the main character. It will have a lot of action elements and I want it to be very atmospheric. I also want the graphics to be low poly. With the programming I can try to help a little, but ill probably wont be of any use. Thank you and i hope you want to join our team!
  14. I want to make a 3D RPG. I already have the storyline planned out. I also already have a 3rd person camera set up in playcanvas, but since i'm not amazing at programming yet we can use whatever game engine the programmer wants. The RPG will have 4 characters, including the main character. It will have a lot of action elements and I want it to be very atmospheric. I also want the graphics to be low poly. With the programming I can try to help a little, but ill probably wont be of any use. Thank you and i hope you want to join our team!
  15. Всем привет! Ищем PlayCanvas разработчика для работы над проектом: мини-игры в одном приложении на тему зимних видов спорта. Проект уже запущен, требуется лишь добавление контента в виде мини-игр, в рамках уже существующего фреймворка. От разработчика будет требоваться программирование игровой логики и участие в процессе создания игровых механик. Работа в паре с основным разработчиком, взаимодействие с художниками. Все покажем и расскажем! Работа удаленная, оплата почасовая. Сдача проекта - конец января. Ждем ссылок на ваши проекты с рассказом о себе на apps@borisoft.info (telegram: @tv8eye)
  16. Hi! This is a prototype for a 3D space platformer game that is in the design phase. You can play it here: http://pirron.one/escaping.earth4 We were able to develop this in a matter of days. Some features: Developed using PlayCanvas. p2.js is used for physics, planets create gravity fields that push objects that enter it, into orbit. solar system is an accurate representation of the real one, using the orbital elements from NASA. Planets were scaled up to help with game play. additional star systems can be added easily from the editor, just by inserting new (real or imaginary) orbital elements. orbits and gravity fields are rendered using "lines" to help the player navigate around. Touch controls are partially implemented, for the moment only to navigate around with the top down camera. This isn't an easy game, nor does it make much "sense" right now! But we are loving how easily it turns out to prototype in PlayCanvas. Stay tuned for feature updates: http://pirron.one/playingincanvas/escaping-earth-3d-space-platformer-prototype Thanks for playing!
  17. 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
  18. 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
  19. Hi! This is a template project, for PlayCanvas, that provides a complete tiled terrain system based on heightmaps and colormaps. Example build: https://playcanv.as/b/Rhlm9CMz/ Some of its features:- Terrain generator from tiled heightmaps. The heightmaps and colormaps (splatmaps) have to be provided in a specific named notion. Included there are two sample terrain projects created with WorldMachine.- Texture generator from tiled colormaps (splatmaps). The user can provide up to 4 textures and the shader mixes them on the terrain based on the channels of the colormap (R,G,B and Alpha).- All methods included in the generators are run using an async loop, which splits them between the frames. This allows generation, rendering and texturing to be done during run-time creating only momentary pauses.- A special collision mesh can be created if required with a smaller subdivision count than the rendered model for physics/collisions.- Normals are fixed and re-calculated on border, during generation to avoid seams between the tiles.- A visibility manager can be configured to render only a specific number of tiles based on the active camera. The tiles get visible/hidden based on the position of the camera on the terrain. If memory is managed correctly this allows for infinite terrain size/tiles.- A sample actor is provided in the project (named Aj), with a simple 3rd person controller.- A random terrain distribution script is provided based on distribution maps which can be painted per tile or per the complete terrain. PlayCanvas has a batching API in the works which will allow combining multiple meshes to reduce draw calls, this will increase greatly performance especially when objects like flora are distributed on the terrain. Current version is v1.15 and the project can be found here. A tutorial on how to use this can be studied here.
  20. This tutorial aims to introduce the Ionic to PlayCanvas template project. Using the Ionic Framework PlayCanvas applications can deliver a great mobile-friendly UX with a minimal effort. http://pirron.one/playingincanvas/using-ionic-playcanvas Ionic is an excellent framework that makes it easy to build great UI experiences for all kind of devices. PlayCanvas is an amazing tool providing interactive content experiences in the web.
  21. 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.
  22. 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!
  23. 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.
  24. 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.
  25. 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...