Search the Community

Showing results for tags 'webGL'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • 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


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 461 results

  1. Panopuzzle is a tile rotation puzzle game you can play from inside a 360 panorama and it is live here: panopuzzle If you own an Oculus Go or another VR headset - there is also a immersive VR version which runs via WebVR in the standard Go browser under It runs in pretty much any browser on a mobile phone, a tablet or desktop computer. You can move your device or drag the image with the mouse/finger to look around. Tap/click a tile will rotate it - your preferred rotation direction can be set in the settings (rotating gear in the left bottom) At the left top is the "Zoom out" option which changes the panorama to an outside view like that No matter if you are zoomed in or out you can (within limits) zoom in/out the normal way (mouse wheel, mouse middle click and move or two finger pinch) The tile counter at the top can be switched on or off depending on how difficult you want to make it for yourself. You can also switch on a hint system which will highlight one wrong tile at a time - sometimes quite useful to find those last two ones Click "Zoom in" at the left top to "go into" the panorama again. All settings are kept so to switch off the hints again in the next level you need to do that via the settings. Once all the tiles are correct you can progress to the next level by pressing "Next" on the right top - or replay the level on a different setting (easy, normal, hard) There are 22 levels of real world and fractal panoramas with tile numbers ranging from 44 tiles to 132 tiles Have fun and let me know what you think. Also if there are any problems, ideas, improvements.... send me an email to panopuzzle at
  2. Link It Up! is a casual, puzzle platforming game. In this game you need to link up the line to make your way through the level. Link It Up! features 30 levels that include interesting puzzles as well as cool platforming challenges. You can Play it here: Link It Up! is available for non-exclusive licensing so if you're interested in licensing it contact me via email:
  3. Hello dear devs! My name is Paul. I'm not sure if this the right place to do this but I'm gonna give it a shot. So... here it goes! With my friend Edoardo we're creating a Game Engine using three.js for rendering and a node.js + webpack environment for development. It's an electron app, works on Windows, Mac and Linux and is fully extendable through a friendly and simple API. The idea behind this is to create a free tool that is not limited to the functionalities we can add to the editor. Anyone should be able to create editor extensions and publish them either for free or for profit. So, in other words, this could be a Game Engine if you install Game Engine extensions to it, or maybe a WebGL App creator of other sorts if you choose other extensions. We're focusing on the Game side at least for now. As you can see we're in front of something that has no name (yet), no clear purpose and looks like an outlaw which doesn't belong anywhere. So, for now at least, we're referring to it as The Rogue Engine, in search of a purpose and the cure for bad breath 😷 Will it find a name? Will it find the Rogue's Den where it belongs? Is Paul drunk? We don't know. So yes, I'm here to help out the Rogue in its quest, looking for your feedback and ideas (or insults) of any kind. We'd like to build a tool we'd all want to use, and get a clue of which are the tools we should prioritise for the upcoming Alpha. Yes! There's an Alpha in the oven and we'd love for you to try it out. For now we're sharing content through my Twitter, at least until we can find The Rogue a name and some decent clothes to put it on Twitter, Facebook and all those places where the cool kids hang out these days. Thank you 🙏for enduring this horrible post to the end. You're a brave soldier, I hope you enjoy the video (preferably with a beer 🍺) Cheers!
  4. Congrats on v5 you awesome people! So a long time ago I was working on top down 2D game that had line of sight, but I ran into performance problems problems that sound like they can be more easily solved in v5. For some reason the forum is not letting me upload images so here are some links. Screenshots: Video of line of sight It's just one of those pseudo-roguelike line of sight effects where you can't see around corners (real-time though!). It involved lots of triangles, and the algos were based on Amit Patel's To achieve this effect I created a canvas separate from pixi with the shadow color filling the screen, and then I would mask/subtract the triangles generated by the visibility algo. I would then take that resulting image with a littl ebit of blur and put it in a container that was rendered underneath the wall sprites. That was the fast version, I also made another version based on pixi graphics that had other issue. Even the fast version had all sorts of garbage collection problems, probably because it was creating a texture the size of the whole screen every frame and then discarding it. It sounds like v5 can probably handle this feature without generating a texture every frame. Could someone suggest a way to accomplish this in v5? I don't have to put the shadows under the wall sprites if that is particularly hard.. they could be ontop of everything instead -- just whatever stands a chance of hitting 60 fps on a chromebook. TY TY
  5. Some time ago there was a bug report of a problem with rendering SVGs in iOS and MacOS, at least older ones. You can see it there:, but here is a short description as far as I've digged it. On some old Apple devices, iPad 4 / iOS 10 for me, if you load a number of SVGs, make sprites of them and place said sprites on stage, some of these sprites will 'leak' on one another. For example, if you load a green rectangle SVG and then blue circle SVG, sprite made from second one will contain expected circle drawn above unexpected rectangle. This is an old bug still found in v5.0.0 rc-3. Sadly, I found no solution to it. There are cases when it shows and cases when it doesn't, but no way to be sure. Since it is crusial for the project I'm working on, I've made a short test code to check if the current device have this bug, so I can switch to PNGs. In case anyone needs this, you can see it below. It is written for Pixi v5.0.0 rc-3 The idea is simple: I load assets - rectangle and circle - make sprites, place them on stage and render it (you have to do it to catch the bug). Then I extract circle into Uint8ClampedArray of pixels and get alpha value of some corner pixel. If there is no bug, it will be 0 (since there is no pixel there). If the bug is here, it will be 255 cause of rectangle rendered below the circle. Hope this will help someone until this bug gets fixed!
  6. Hello! The project is old so PIXI v.3.0.11 is used. For streaming - Flashphoner via WebRTC Steps to reproduce 1. Start video stream in html video element - stream.start(myDiv) which creates streamVideoElement in myDiv 2. When stream fires STREAM_PLAYING event the method PIXI.Texture.fromVideo(streamHtmlVideoElement) is called and the returned texture is set to the specific PIXI.Sprite instance. 3. Somewhere after this the Firefox browser receives error thrown by WebGl: Additional information The problem is happened very rerely Only Firefox Stream(video element) is not failed after the error In the PIXI source code that means: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source); What we tried tried to set video.crossOrigin = "anonymos" to the video element but no success. tried to dispose video like video.src = "" and etc according some advices related to the localStorage caching I know it's not directly linked by PIXI but still I need help. And the image of the current block when exception was thrown.
  7. Hyperactive Soccer 2 A fast-paced single player five-a-side retro soccer game. Whats new: Updated graphics, music and refined gameplay: Dribbling, more "responsive" to passes. A number of game parameter changes (e.g. playfield size, goal size, ball interception). This is fast. To help adjust, you can select from different speeds. Note the teams (nations) have different strengths. So you can adjust difficulty level by who you pick. In "quick" game mode you select brain and speed levels directly which apply to both teams, meaning, they always have the same strength. Direct link: (for fullscreen press button under render area) Homepage: Controls: Keyboard only. Menu navigation: Arrow keys Selection: Return Shoot: X Move: Arrow Keys Back to title page: B In "quick" you select brain and speed levels with left/right arrow keys. There are 8 moving directions. You move in the diagonals by pressing two keys: left/right and up/down. Made with the amazing emscripten.
  8. Hello there! I basically just want to present my personal game project and to collect some feedback and ideas. The game is currently in the alpha phase and there might be bugs and problems but I feel confident enough to show it to the public. The game is called "Connect 3D" and it is a free to play competitive online browser game, where you have to place four tokens in a row to score. However, the game is not as easy as it sounds because the rows can be build in the three dimensional space. This GIF shows a local game session but the game can also be played online. You just have to send the link of the session to one of your friends. Currently you need a second person to play since there is no AI or computer enemy to play against. It works on mobile and on desktops, but you should try it on a modern device and with an up to date browser. There are known problems in Firefox on Windows and on Android. Therefore I recommend to try it in Chrome, Safari or Edge. You can give it a try for free on the website Connect 3D. The feedback is very important for me and the development. I really appreciate your feedback! I plan on implementing much more stuff if the feedback is positive. Possible next features: Personal Profiles and Statistics Level/Rank System (implies profiles) Public Games (join random people and play against them) Tournaments/Competitive Play Computer Opponent (AI) Different Game Modes and many more... Tell me your opinion and what you would enjoy the most in an upcoming version? Thank you for your help! iflow
  9. Hyperactive Tennis You play tennis in single player mode for one set with tie break. There are three difficulty levels: ROOKIE for training, PRO and "NO. 1" for the real challenge. Game is keyboard only: Return: Menu select/Next screen Arrow keys: Menu navigation, running around B: Back to title screen "C": Hit ball X: Lob The levels ROOKIE, PRO and "NO. 1" are selected with left/right arrow keys. The key "C" hits the ball. The game automatically selects service, normal stroke, volley and smash. The key "X" plays a lob. Have fun. Requires some practice though. Made with emscripten. Direct link: Game homepage:
  10. We have atlas exported with Texture Packer. Run-time every texture is cropped by 1 pixel. This pixel is added to the opposite of the texture. Likewise
  11. Made anything cool with pixi.js? Post it up here and share it with the world! Whether it's a cool game demo, a fully fledged website or some tripped-out crazy experiment, we would all LOVE to see it! To get the ball rolling, here are some pixi.js projects that exist out on the internets: games: experiments:
  12. 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: View the documentation here. Speed level design: Physics Drop Feature:
  13. WebGL is all about online. It seems quite natural that some tools for creating 3D Web content are offered as web services. But is it safe to rely on them?
  14. The best way to learn is to practice as much as possible. Share your examples here. What browsers WebGL is supported, you can see here: WebGL 1.0: WebGL 2.0: A brief description of what WebGL is, and references to the specifications: Tutorials: WebGL 1.0 Fundamentals WebGL 2.0 Fundamentals This book is about WebGL 1.0: WebGL Programming Guide Source Code for the book: Source Code for the book on JSFiddle: Chapter 02. Your First Step with WebGL ch02/HelloCanvas: ch02/HelloPoint1: ch02/HelloPoint2: ch02/ClickedPoints: ch02/ColoredPoints: Chapter 03. Drawing and Transforming Triangles ch03/MultiPoint: ch03/HelloTriangle: ch03/HelloQuad: ch03/HelloQuad_FAN: ch03/HelloTriangle_LINES: ch03/HelloTriangle_LINE_STRIP: ch03/HelloTriangle_LINE_LOOP: ch03/TranslatedTriangle: ch03/RotatedTriangle: ch03/RotatedTriangle_Matrix: ch03/ScaledTriangle_Matrix: Chapter 04. More Transformations and Basic Animation ch04/RotatedTriangle_Matrix4: ch04/RotatedTranslatedTriangle: ch04/TranslatedRotatedTriangle: ch04/RotatingTriangle: ch04/RotatingTranslatedTriangle: ch04/RotatingTriangle_withButtons: Chapter 05. Using Colors and Texture Images ch05/MultiAttributeSize: ch05/MultiAttributeSize_Interleaved: ch05/MultiAttributeColor: ch05/ColoredTriangle: ch05/HelloTriangle_FragCoord: ch05/TexturedQuad: ch05/TexturedQuad_Repeat: ch05/TexturedQuad_Clamp_Mirror: ch05/MultiTexture: Chapter 07. Toward the 3D World ch07/LookAtTriangles: ch07/LookAtRotatedTriangles: ch07/LookAtRotatedTriangles_modelViewMatrix: ch07/LookAtTrianglesWithKeys: ch07/OrthoView: ch07/LookAtTrianglesWithKey_ViewVolume: ch07/OrthoView_halfSize: ch07/OrthoView_halfWidth: ch07/PerspectiveView: ch07/PerspectiveView_mvp: ch07/PerspectiveView_mvpMatrix: ch07/DepthBuffer: ch07/Zfighting: ch07/HelloCube: ch07/ColoredCube: ch07/ColoredCube_singleColor: Chapter 08. Lighting Objects ch08/LightedCube: ch08/LightedCube_animation: ch08/LightedCube_ambient: ch08/LightedTranslatedRotatedCube: ch08/PointLightedCube: ch08/PointLightedCube_animation: ch08/PointLightedSphere: ch08/PointLightedSphere_perFragment: ch08/PointLightedCube_perFragment: ch08/LightedCube_perFragment: Chapter 09. Hierarchical Objects ch09/JointModel: ch09/MultiJointModel: ch09/MultiJointModel_segment: Chapter 10. Advanced Techniques ch10/RotateObject: ch10/PickObject: ch10/PickFace: ch10/HUD: ch10/3DoverWeb: ch10/Fog: ch10/Fog_w: ch10/RoundedPoints: ch10/LookAtBlendedTriangles: ch10/BlendedCube: ch10/ProgramObject: ch10/FramebufferObject: ch10/Shadow: ch10/Shadow_highp: ch10/Shadow_highp_sphere: ch10/OBJViewer: ch10/RotatingTriangle_contextLost: Gifts gifts/Particle: gifts/Printf: gifts/SpecularCube: gifts/TextTexture: gifts/ThreeDUI: gifts/Wave: gifts/WorldCoordinateSystem: appendix/CoordinateSystem: Appendix appendix/CoordinateSystem_viewVolume: appendix/LoadShaderFromFiles:
  15. 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: 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.
  16. Verge3D is an artist-friendly framework for creating HTML5 and WebGL games. Starting from this pre-release you can use it to create AR & VR games as well. Check out the following demo: This simple animated experience should work in Google Cardboard/Daydream, Samsung Gear VR, Oculus Rift/Go, HTC Vive/VivePort, PlayStation VR and Windows Mixed Reality headsets. More info here:
  17. Hi, i want to do something like this in phaser : I've been learning webGL because i think it must be done with webGL, but if someone can tell me how i can do this effect in phaser3 it can be cool ^^.
  18. A Pac-Man style game made in WebGL/JS. Design goal was to have it scale and play well on both a computer and tablet/phone. All suggestions and comments are welcome. Regards, Bjorn, MerryArcade.
  19. Hi everyone, Famobi has been around for more than two years already, but somehow we haven’t actively taken part in this wonderful forum during this period. Many of you know us already and have published their wonderful games in our network. So first of all we want to say THANK YOU! Thank you for the fantastic games you create, thanks for making the HTML5 games industry the next big thing and thanks for just being really great people. After all you and your games are our daily business. And we have lots of fun with them. But even more important, our clients love them. We have spread your games to many portals, companies and brands and gave them the attention they deserve. Since your games have been the foundation of our company and its ongoing success, it’s only fair that we share with you our current state and upcoming projects. Of course we continue and steadily improve our daily work as a distributor of your games. We place them on all the biggest and most known portals around the globe. And new portals, big and small, are registering for an account at Famobi every day. Another focus right now is Facebook Instant Games. Shortly we will begin placing games in the Facebook messenger. So if you have amazing high score games with a quick and easy gameplay, let us know anytime. One can never have enough of those And in general, please continue to send us your games. There are no restrictions to genre or age. However we have a few requirements based on the needs of our clients and partners, that have proven to be crucial for maximum success. The games must be: Full responsive. Games must work in portrait and landscape mode. Without text. No texts means anyone will understand your game regardless of language. Small. Preferrably the file size should not exceed 3 MB. Smooth performance. Even on lower-end devices. We test our games from iPhone 4S and Samsung Galaxy S4 mini upwards. These are a few examples of games that fulfill these requirements and that we really love: Solitaire Classic Street Race Fury 4 in a Row Classic Bottle Flip Challenge Mandala Coloring Book Backgammon Classic Kids Color Book 2 But before our post reaches the dimensions of a novel, let’s come to an end for now. For all those who didn’t know or contact us yet, you can reach us anytime under these addresses: Game submission: Please use our submit form right here: General questions: Purchase of games: Thanks so much and let’s continue to shape the industry! Cheers from the whole team!
  20. Hi all, I was wondering if it was possible to access variables from a previous pass in the shader, i.e color of fragment or something along those lines. I want to have something that changes color over time after an event occurs. So if I can access a time delta plus a previous color then I can slowly modify it to a new state, is this possible? *Note this is my first time working with shaders, please excuse any stupid questions 😕 Thanks.
  21. Hello, im Nikola, aka Poison Games. I have over 40 games on google play and also i have publish few games on gamedistribution Also working with few popular websites like crazygames, y8, pacogames etc... I can make and reskin a game ( unity webgl ) for affordable price. If you are interested, please contact me, Thanks
  22. Finally, after 6 weeks of hard work and 4 pre-releases we are excited to present Verge3D 2.9 for Blender! This release is so huge that we even thought of assigning a major version number (making it 3.0), but decided to save it for the future until we support a third 3D editor. Here is the list of the most significant features: Support for Blender 2.8 and the Eevee renderer! New Eevee-based demo – Scooter Customizer! HDR rendering pipeline and radiance HDR textures Post-processing effects – bloom, brightness-contrast, grayscale, DOF and SSAO Many new puzzles including those for changing RGB and Value nodes of materials and the world Better anti-aliasing for reflective materials Dozens of other improvements and bug fixes. Link to the fool article.
  23. I got to a good stopping point on "game5" so I think I'm done with it! *POST*. Game5 is the sequel to game2 that nobody asked for. It has local multiplayer support, keyboard/mouse and touch support, a few different weapons, tractor beams, shields, explosive mines which are fun to chain together, and sounds generated live with web audio. It was fun to make (which is good because I don't plan to make money with it) and I'd love to hear any feedback on it - thanks!
  24. Hi there, I'm working on an app showing user uploaded maps (bitmaps). These maps can be of any resolution and often they are very large. Now down-scaling these images they become ugly and crunched, so I need to use mipmapping (Working in WebGL). I know mipmapping only works with "powered by two" resolutions, but is there any way I can resample my odd-sized maps, to fit into a "pb2" resolutioned baseTexture, and still know the original specs. Or how would you work around it? Thanks
  25. 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.