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Found 353 results

  1. SKATE HOOLIGANS Cowabunga! Little hooligans are on the way! Choose your hero and arrange an amazing disorder Collect coins, upgrade bonuses, buy cool skateboards, avoid dangerous obstacles and get scores as much as you can. LINK: https://gemioli.com/hooligans/ Caution: It’s a WebGL-based game, please ensure that you have latest browser version. Game is WebGL based written with custom game engine. We've refused three.js because of Google Closure Complier And now all gzipped code is only 110Kb! Also we won't license it and the game is free for embedding on any website <iframe src="https://gemioli.com/hooligans/" name="Skate Hooligans" width="800" height="600" frameborder="0" scrolling="no" allowfullscreen="true"><p>Your browser does not support iframes.</p></iframe> We use CPMStar banners and video preroll for monetization. Please contact me at [email protected] if you have any questions, suggestions, etc.
  2. 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: http://www.goodboydigital.com/runpixierun/ http://www.theleisuresociety.co.uk/fightforeveryone/ http://flashvhtml.com/ experiments: http://gametest.mobi/pixi/morph/ http://gametest.mobi/pixi/balls/ http://www.goodboydigital.com/pixijs/bunnymark/
  3. Hello visitor! I'm looking for skilled javascript developer to build small web game for 2 weeks with me. My main goal to get know more about pixi.js by doing valuable project for estimated time. What you will get at the end of development? You can share game with others, it will be your own portfolio; You can stay with me for next 2 weeks to monetize the game to get revenue from advertising. I will share 50% with you; If you not familiar with pixi.js, you will get experience by doing real project and you will spend only 2 weeks to get results; You will meet good guy (me :)), we can collaborate to do next projects which will give you money. Who am I? My name is Andy Tyurin. I'm working in banking sphere in a role of front-end team leader. I spend my free time by working with my own 2.5D game engine which is written on Dart. I'd like to build games, but I haven't got any real games to show, which can be described as a problem for me, but I did a lot of examples build on top of three.js, lwjgl (java). Except the fact, that I'm Dart enthysiast, I'd like to work with other languages such as javascript, node.js and java. Which tech stack I want to use by doing this game? Pixi.js as rendering engine to build 2D game; KOA framework to build REST, websocket server (node.js); React to make UI components. What about project, any other information? The game is called as "Space football". I will glad to tell you more, please contact first by skype: AndyTyurin Kind regards!
  4. Wabbit Mountain Madness Hello! This is a project we got commissioned by Cartoon Network while I was working in Artik Games, it was released at the beggining of this year. It was developed on Haxe: Flambe, compiled for HTML5 with desktop and mobile compatibility. It weighs just 15mb and runs pretty smoothly even in older hardware, like Galaxy S3. More on the technical details below, here is the game link, a gameplay video and a screenie: Play it! http://www.boomeranghq.net/games/wabbit-mountain-madness Mirror: http://www.cute-games.com/game/7854/wabbit-mountain-madness.html Gameplay Video Sreenie The game was developed by a three-person team during one and a half months. I participated as programmer, togheter with a 2d artist and a game designer. On the technical side of things, I choosed the Haxe: Flambe engine because it was one of the only ones fitting the constraints we had in place: Compiles to HTML5 The game weighs less than 20mb Compatible with desktop and mobile inputs Performs well on mobile browsers Makes it possible to compile to native Android using Adobe Air (although finally this didn't happen) Being my first experience with Haxe, I felt really comfortable with the language and tools available. We worked most of the animations in Flash and used the import tool Flambe provides. The API also has a very useful Script class which makes tweening and sequencing a breeze, really painless. It's also possible to communicate to the browser from inside the game, which allowed me to develop an internal tool used for level-design, with a hacky combination of flambe, javascript and php. Anyway, I hope you enjoy the game and I'm open for questions! I'm currently freelancing so feel free to contact me if you are interested in hiring me for some work http://zamaroht.com/about
  5. Hello, I need to add some 3d functionality to an existing project. That project is based on lastest PIXI build (so I can't use PIXI fork by ivan.popelyshev), and I decided to write a plugin that offers flat sprites in 3d space. On my PC (in Google Chrome) it works quite well, but when I'm testing it on Asus Zenfone 2 (also in Google Chrome) the FPS is very low, especially when my 3d objects are moving and rotating. The performance is bad even with quite a few objects (~25 visible objects and some invisible 3d containers). I added some optimizations, but it wouldn't help. Could you please tell me what can cause that performance issues? I attached plugin source code to the post. Thanks in advance for answer. P.S. Is there any new information about 3d support in PIXI itself (PIXI flip)? And is it possible to use another framework that supports 3d, along with existing project based on PIXI? plugin3d.zip
  6. I've implemented multi-texture support into my game and I'm running into an issue. On iPad 4 and up everything looks to work fine, but on iPad 3 and below the textures don't render properly. Is there anyway to reliable detect the iPad model or if the device supports multi-texturing?
  7. Hello! I am new in Webgl programming, and I am having trubel with moving the camera. I try to create a maze game, and I use three.js and box2D.js. The problem is that the camera is looking from above into the mazze, while I am trying to make it part of the maze (I mean looking like you are trying to escape from the maze). Could anyone, please, help me? I haven't found any ideeas on the web....
  8. Hi, Please, attach achieves to a free source code of 2D Games in HTML5 (or examples). Or give a link where one could download the source code. Maybe you can give a source code of your games? But I want only with the rendering context of the canvas: "webgl" or "2d" (without using of frameworks like: babylon.js and so on) Free Source Code from books: 2012 - 05 - Core HTML5 Canvas Graphics, Animation, and Game Development - David Geary https://github.com/corehtml5canvas/code 2012 - 06 - WebGL Beginner's Guide - Diego Cantor, Brandon Jones https://www.packtpub.com/code_download/9978 2012 - 11 - Foundation Game Design with HTML5 and JavaScript - Rex van der Spuy http://www.apress.com/9781430247166 2012 - 12 - Pro HTML5 Games - Aditya Ravi Shankar http://www.apress.com/9781430247104 2013 - 03 - The Web Game Developer's Cookbook - Evan Burchard https://github.com/EvanBurchard/jsarcade 2013 - 07 - WebGL Programming Guide. Interactive 3D Graphics Programming with WebGL (OpenGL) - Kouichi Matsuda, Rodger Lea https://sites.google.com/site/webglbook/ 2014 - 02 - Programming 3D Applications with HTML5 and WebGL - Tony Parisi http://shop.oreilly.com/product/0636920029205.do 2014 - 03 - HTML5 Games Creating Fun with HTML5, CSS3 and WebGL - 2nd Edition - Jacob Seidelin http://www.wiley.com/WileyCDA/WileyTitle/productCd-1118855388.html 2014 - 03 - Interactive Computer Graphics - 7th Edition - Edward Angel, Dave Shreiner https://github.com/esangel/WebGL 2014 - 04 - WebGL Game Development - Sumeet Arora https://www.packtpub.com/code_download/16881 2014 - 05 - WebGL HOTSHOT - Mitch Williams https://www.packtpub.com/code_download/15622 2014 - 07 - HTML5 Game Development HOTSHOT - Makzan https://www.packtpub.com/code_download/17286 2015 - 03 - Build an HTML5 Game. A Developer's Guide with CSS and JavaScript - Karl Bunyan http://buildanhtml5game.com/ https://www.nostarch.com/html5game 2015 - 05 - Advanced Game Design with HTML5 and JavaScript http://www.apress.com/9781430258001 2015 - 09 - Build your own 2D Game Engine - Kelvin Sung http://www.apress.com/9781484209530 2016 - 07 - Mastering HTML5 Game Development - Daniel Albu https://www.packtpub.com/code_download/26345 Multiplayer in Node.js + socket.io: 2013 - 02 - Socket.IO Real-time Web Application Development - Rohit Rai https://www.packtpub.com/code_download/11391 2015 - 05 - Multiplayer Game Development with HTML5 - Rodrigo Silveira https://www.packtpub.com/code_download/21527
  9. First release of full game Perplexus Shadow Open Where everybody could buil its own perplexus and upload and than everybody could play it (on all web browsers with webgl) Also on phones android and iphones Added Physics "Physics step" where 10 or 15 works as fast as 50 on desktop with nvidia 960 ... you can continue playing on check points on which you go through ... https://ajna4taiga.no-ip.org/PerplexusShadowOpen/PerplexusProd.html or update https://ajna4taiga.no-ip.org/PerplexusShadowOpen/Home.html I will release soon vidows how to build your own perplexus like lego ...and videos how to play each level from start to end.
  10. Crash and close Cocoon app, when use PIXI TEXT witn WebGL Render, for Pixi version 4.3 or superior.
  11. Engine.prototype.unbindInstanceAttributes = function () { var boundBuffer; for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) { var instancesBuffer = this._currentInstanceBuffers[i]; if (boundBuffer != instancesBuffer && instancesBuffer.references) { boundBuffer = instancesBuffer; this.bindArrayBuffer(instancesBuffer); } var offsetLocation = this._currentInstanceLocations[i]; this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0); } this._currentInstanceBuffers.length = 0; this._currentInstanceLocations.length = 0; }; The webglBuffer is already deleted,but when call function unbindInstanceAttributes , I add one condition "instancesBuffer.references", is OK? @Deltakosh @RaananW
  12. Hello! I'm quite new into game dev, just finished my first game for latest Ludum dare, now my goal is to earn 1$ in 2 weeks. 2 weeks for making a game from scratch and then make at least 1 dollar out of it. I see there is a lot of people that make thousands on this forum. My question is, whats the best approach? put it on the sites like itch.io and put price as 1$, make it free with donation proposition, ads? What's the quickest and most solid way of earning the first dollar from browser game? thanks
  13. Hi, does anyone knows what this warning means? [.Offscreen-For-WebGL-0x7fbd8c95ea00]RENDER WARNING: there is no texture bound to the unit 0 I get it in chrome, looks like that everything works fine, but I wouldn't like to ignore it I tried to search for it and looks like it was reported for other libs also (threejs ...)
  14. Hello all, I am using BitmapFontTexture for creating text messages, in browser chrome and opera all works fine, but in firefox I got white screen and error message: I tried to finding something in internet but still don't solved this problem. Thank.
  15. Hello, I am creating a game with Phaser and I guess it is quite large, at least there are a lot of sprites. Using Phaser.AUTO which went to Phaser.WebGL on my desktop (i7-4770k @ 4ghz, 16gb RAM, GTX 970 4GB) I can't even maintain a 60fps (usually around 48-55fps) and there is noticeable stutter on 720p. The same is true for my 2015 Macbook Pro 15". I doubt I'd get any better results on a less powerful computer. I heard that using text with WebGL slowed it down a bunch? but that is a question for a different thread I guess. Anyway, I was searching for a way to speed up my game and came across the idea of switching from WebGL to Canvas. I did that, and on my Mac I got a solid 60fps (haven't tested on desktop yet). The only problem is that Canvas does something weird to some of my sprites (specifically ones with thin borders). I have attached two partial screenshots of my game with box sprites. As you can see, one of the box sprites is perfectly box-like, that one is running on WebGL. Once I switch over to Canvas the box sprites look like the other screenshot - lopsided. Is there a way I can fix this?
  16. Hi, I am making my first mobile HTML5 game using Phaser. Its a very simple tap game where you have to keep your character balanced. I have noticed something that is kind of strange to me. I have tested the game on: -iphone 5c, IOS 10.2.1, safari browser. -iphone 5s, IOS 10.2.1, safari browser. -Samsung Galaxy S4, android 4.4.2. I have tested the game using CANVAS mode and WEBGL mode for comparison. I observed the following: CANVAS mode: Iphone 5c < Iphone5s ---> 30fps vs 60fps avg. -----> expected this.... S4: 60fps. WEBGL mode: Iphone 5c > Iphone5s ---> 60fps vs 30fps avg. -----> did not expect this.... S4: 60fps (same). My expectation was that the 5s would play at 60fps in WEBGL mode, but it is the opposite case. On the samsung s4 it performs the same for both. In CANVAS mode, I have 15-17 draw calls . In WEBGL mode this reduces to 9 draw calls (Most of my objects are on a single atlas). I still have to add audio to the game. I can imagine that it is hard to tell what might be going on, but I can't really find a reasonable explanation for this result and its kind of dissapointing. It seems to me that I can't get a reliable result using WEBGL.... I'm thinking of sticking to CANVAS mode and optimize as much as I can. Would this be the right way to proceed? UPDATE: The Game:
  17. Hello BJS devs, What are BabylonJS's plans for WebGL 2 support? Namely, how do you guys envision supporting webgl 2 and backwards compatibility? I'm not super experienced with game development but I've been playing around with a toy project and I need to use binary 3D textures. I've made some changes to BJS to support 3D textures but I'm not familiar enough with the codebase to think this is the correct way of doing this. https://github.com/BabylonJS/Babylon.js/compare/master...wongwill86:texture3d?expand=1 Any feedback is much appreciated and I would be happy to make changes / open a PR if this seems like the correct approach. Also, if there is already a branch that supports this correctly, that would be even better Thanks!
  18. So I'm interested in creating a 2D game (currently partially implemented in Phaser-CE) in JS using dynamic lighting. I want directional lights to cast shadows behind P2 sprites, be customizable by blur, dropoff, intensity, and interact with 2D normal maps (created with Sprite Illuminator), and maybe more (that I don't know yet). After doing some research, I've found a variety of tutorials for implementing point lighting in JS - Game Mechanic Explorer, Red Blob Games, 3D by Mozilla, and Byron Knoll. Phaser-CE has a Filter class for accessing GPU accelerated shaders, but its seems difficult to interface between game sprites and shaders, and there seems to be no ready-made lighting solution. Phaser3 seems to be planning some sort of lighting support, but release is far away. So I don't really want to use these options as they seem fragile or overly difficult. Illuminated seems to be the most popular 2D lighting library, though I remember reading somewhere it has some perf issues (doesn't use WebGL or something, not sure). I also came across this LightingEngine project, which while small/unknown has some really cool demos and really great documentation. Neither of these appear to have SpriteIlluminator integration though. All in all, I'm new to this and want to find the easiest way to get dynamic lighting started in a Phaser-CE game. Before I go down the rabbit hole of a specific library/start re-implementing things, I was wondering if anybody has done something similar and has some guidance. Thanks!
  19. haha, I'm a old developer I started to make game from 2008 1. 2008-2017, flash game 2. 2015-2017, h5 game This game is used these engine and tools 1. H5 engine, LayaAir, this engine is very wonderful, I just used safari to play it, this game will have 55~60fps 2. UI IDE, FairyGUI, I can't find other UI EDIT IDE is good than it, I can use it do anything, and it's very very easy, it has timeline like flash, and it has more useful components. I can use it make UI on diffrient size of mobile, yeah, just use IDE, not source. 3. Spine, 3D animation tools LayaAir and FairyGUI are from chinese company, but it has english language. layaair -> http://www.layabox.com/en/ fairyGUI -> http://www.fairygui.com/en/ I hope you like my game, I hope I can find a good h5 game job, i can teach your team how to use LayaAir and FairyGUI, my email is [email protected] Sorry, my english is not good. ^-^ first photo prove that I used h5 engine to make this game
  20. Hi, I could answer this question by reading babylonJS code so pardon me for my lazyness. I would rather ask here because it looks like some of the devs of BabylonJS sometimes come here and I'm short on time. Is BabylonJS written to use WebGL natively or is it using some library to convert DirectX calls to WebGL (Angle or Anglers?? I read that somewhere I can't find)? Is that behavior different depending on the browser it runs in? (MS Edge vs others) If there's some converting going on, do we have a measurement of the overhead cost (flippin' matrices, normals, transpiling shaders, etc). On the plus side... if it is using DirectX somehow, does it mean I can use DDS on all browsers? Thanks! BabylonJS looks great, I'm still trying to figure out if I should go lower-level WebGL-only Three.JS or use a higher-level "game engine" like BabylonJS.
  21. Hi guys, We developed a game last year with phaser 2.3.0 and webgl, it worked fine on computer browsers and mobile devices. But since the last update of chrome for android (v53.0.2785.97), the screen is flickering until it becomes totally black, without any error or warning. The issue is present on mobile only, it worked on chrome for android v52, but not v53. We tried to upgrade to phaser 2.6.2, same issue on chrome for android v53. If we use Phaser.CANVAS instead of webgl, it works fine, but we prefer using webgl for performances. Does anyone encounter the same problem? Thanks for your help. Joe K.
  22. ---edit--- link no longer works, there is a download on the homepage now as I could not handle all browser issues http://falkenbrew.com ---edit--- controls: WASD for movement, mouse to target and shoot, E/right click releases a large rocket at the target Q/middle mouse button to place turrets aim of the game: don't die and kill those pesky spiders that are eating the hexas. if you die, or all the hexas are gone, you lose. the game was created for a small fun contest with the theme "mining and herds", this was my take on it. I'm still missing a start/end screen with a highscore list. not quite sure if I should try to use facebook api for this.
  23. Hello! My game does not render in chrome when I use the AUTO mode. I have the same problem with the Phaser examples that are in AUTO mode. Everything goes well when I test my game on Safari or on mobile browsers. Here is my configuration : macOS Sierra 10.12 chrome 56.0.2924.87 (64-bit) Does anyone has had the same issue? Any solution (other than configuring the game in CANVAS mode)? Thank you. Regis.
  24. Anyone seeing a strange white rectangle drawn in the Phaser game canvas in Google Chrome (Version 56.0.2924.87 (64-bit)) WebGL mode on OSX Sierra (10.12.3)? https://phaser.io/examples/v2/buttons/action-on-click I thought that it was just me having the problem. I am not using WebGL / auto as a temporary work around. Other Phaser examples I have seen are working fine.
  25. Hi there. Thanks a lot for stopping by. We are working on the online football management game and looking for a game developer who could help us to develop the live match simulation with babylonjs or threejs or any other similar 3d game engine with WebGL support. You will be working closely with the back-end developer on live match simulation based on the generated data you will get from the database (player skills, team skills, weather and other factors). We offer you a revenue share. If you are interested in the project, you can read the overview here: http://totalmanager.ziyafenn.com Get in touch with me if you are interested or have any questions. Thanks in advance!