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Found 10 results

  1. Hello guys, I just completed a little demo: a very small VR scene editor. I'll be very happy if you wanna try and give me back some feedback. Don't forget also to get a look into the code https://github.com/kenta88/react-imago3d Thanks
  2. Maze Runners (alpha)

    Hi. We're working on a few HTML5 games. Maze Runners is absolutely a work in progress but I'm hoping to quickly improve it and get it sort of to beta by Saturday. It requires at least two players to test. Instructions: (Desktop only) Clicking play will put you in the lobby and a game will start if there's another player. Clicking the blue box on the Maze Runners panel will bring up an invite url to link to someone you want to test with. Thoughts and comments welcome! BIT ARCADE PS: Pretty much nothing else on the site works yet (pool etc are mostly dead links)
  3. Hi all, we are looking for a HTML5/React/Redux Developer to work with us at a Gaming company (Gambling) based in Surrey (UK). If you're interested in the position and would like to find out more info please message me with your details. Thanks! Onsite only and no agencies please.
  4. I've been working on a BabylonJS game for fun and wanted to try out integrating with React and Redux for maintaining game state and showing a UI outside of the canvas. I took as a starting point the Quarto game from Temechon (with permission). I changed the game a bit mostly so that there was enough state from my Redux reducer to do the full UI in React, so remove all direct DOM manipulation and moved logic around for that (some using 'redux-saga'). There is an npm which contains the React <Scene .../> component and a redux middleware for intercepting actions. In the demo, you can see when you mouse off the canvas that the lighting is dimmed - this is not part of the component, but a prop called from the event added in Quarto. There is built-in support for showing the debug-layer via a React component <Button onClick={this.toggleDebug}>...</Button>. The full demo can be viewed here (click on Quarto link). Note that the game is loaded as a fractal and only downloaded when you click the link - good for Single Page Applications with multiple components. https://brianzinn.github.io/react-redux-babylonjs-starter-kit/ Original demo (includes a tutorial to explain the game): http://www.pixelcodr.com/games/quarto/index.html The source code for the NPM component is: https://www.npmjs.com/package/react-babylonjs https://github.com/brianzinn/react-babylonJS/ Full source-code of the demo is in a starter kit I created (forked from davezuko) that uses react-babylonjs with hot reloading and ES6 support (via babel) and to have your babylonJS project running without needing apache or IIS. So, this is a quick way to get started. There are issues for sure, but my workflow is going well and that is my main goal - speed of development. Make a change see it right away. https://github.com/brianzinn/react-redux-babylonjs-starter-kit Things I would like to add are support for more events, add tutorial in Quarto, figure out why multiple events fire sometimes, WebGL crash issues, etc - so not a v1 component, but worthwhile to share I think. If you are looking for deploying across mobile platforms then you may want to look at other GUI options, but especially for rapid prototyping or targeting desktop browsers this was really fast for me, especially with HMR.
  5. I am writing games in Phaser using webpack for building deployment versions and running hot reload server for development and i am using karma for testing. I am new to most of those technologies so i am open to critique but if someone looks for starting point for connecting Phaser with those technologies i have made git repo that maybe is good starting point to start building your own projects: https://github.com/Xesenix/game-webpack-react-phaser-scaffold If you are more advanced at using such an environment for developing phaser games I would appreciate advices what i can fix with it
  6. I am an experienced developer with 10 years of experience. Now I have to develop system based on graph theory and category theory, allowing use in any environment any application complex semantic/semantic legal interaction. With this system i can spread rights as properties on graph structures and to maintain the integrity of any changes. It has now reached the state when I want to use it somewhere. Now we are working on using the system for fast and dynamic management of crm/cms/lms systems. The work is free for me and my friends. Ultimately, we hope to launch many services, games and apps and provide more than half of the functionality in the OpenSource. I want to create a game which would qualify the statement: Strategic (civ, eu4...) Tactic (construction, mining, buttle, minecraft, heroes of the storm...) Open world Generated in real-time environment map and combinations of elements (aka technology) Cross-platform and cross-browser Online Embedded systems to organize tasks and communications, management of teams and hierarchies of subordinates. and more... I know a huge amount of development. I am looking for anyone who would be interested in. I'm looking for those who would like to make the perfect modern, minimalist, material design of map generation, units.. I'm looking for those who would like to develop ideas and to create the mechanics. We are looking for friends for this undertaking. It's free. However, the participation has to some bonuses. I am willing to share all the technology I possess. I am ready to teach if need be.
  7. Looking for a cofounder

    Hey guys, I'm Eric Muyser. I'm a web developer in Canada. I've built some apps, game engines, bots, emulators and such over the last 15 years. I've made attempts at making games before, and never finished, but I know where I went wrong. I now have values that guide me, both personally and professionally (many found in Think and Grow Rich). I'm now ready to make games for fun and for profit. FAQ #1: "I don't agree with all of this?" That's okay. I think that's why it's such a struggle to find a good match - we all have different opinions. If you don't agree with half of it, please disregard this post and keep on doing your own thing. If you align with most, but not all, let's chat anyway and feel each other out. FAQ #2: "Why a cofounder?" In my mind, the most effective mastermind is a partnership (combined ideas, experience, perspectives, connections). An employee will rarely fit that role, because it's unlikely they will be of similar mind or on the same vibe. A friend will not often share the same philosophy, and if they do, it's still a business venture and it's important we both know that and we're both invested. Friendship is ideal, and likely, but not mutually exclusive to be a cofounder. FAQ #3: "Why did I never finish a game?" Overly ambitious goals + competitiveness. Perfectionist, isolation to build the next best game engine and map editor, and life getting in the way. Standard stuff. I'm over that. I'm looking for another developer who shares similar values (I'm open minded, not everything has to be a match, let's talk) and has decent programming experience (preferably JavaScript, currently using Phaser + React Native). ☐Non-competitive, very faithful mindset. Build great games, don't worry about people stealing our ideas or games. ☐Agile mindset. Small diffs over big bangs. Get something done and working, then iterate on that. ☐Specific frameworks matter less than results and cross-platform distribution. ☐Build something that works, and find a graphic artist who takes an interest later. ☐Build native modules when necessary (C++) and consume them in scripting land (JS/LUA). ☐Impact mindset. Build for millions of happy players. ☐Seek feedback early and often. ☐Don't compromise core game mechanics for timelines, bottom lines, or any other lines. ☐Don't give paid players a competitive edge over non-paid players. ☐Enrich the lives of everyone involved. Give to people more use value, than cash value received. ☐Promote trade and random distribution. ☐Make experiences as unique as possible. ☐Levels should be beatable, and just difficult enough if the player makes a mistake, they blame themselves. ☐Experiences shouldn't feel -arbitrarily- random or have lots of boring buffer content. ☐Movement and controls are key, if these are missing, it doesn't matter if everything else is there. ☐Use randomization heavily in items, skills, and character builds. ☐Empower modding. Give users the ability to generate their own content, languages, and tutorials. ☐Community involvement should be open on day 1 of development. ☐Don't take all of this too seriously. Some games we look to for inspiration (in some areas, not all areas): morrowind, diablo 2, silver, pac-man 256, agar.io, realm of the mad king, zelda, golden sun, fire emblem, pokemon. Next steps: ☐Contact me. ☐Lets chat about our vision, goals, and see if there's alignment. ☐Help each other with a few simple games. ☐Build out a "game engine" (or rather, a library to re-use similar components). ☐Create some wicked and wickedly successful games. Please reach out if this interests you. Thanks for your time, Eric
  8. Phaser + React JS

    It would be a good idea to use the vitualDOM the React with the Phaser? It would not improve the perfomace the game? Anyone tried it? Sorry for my English...
  9. Pixi react with React

    Hi, I try to search everywhere and I only found one example which is in ReactPIXI. My question is how I can make React communicate/emit data to PixiJs ? For example, React emit data and it listened by Pixi. Is there any good example out there? Thank you.