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willeastcott

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willeastcott last won the day on January 8

willeastcott had the most liked content!

About willeastcott

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    https://playcanvas.com
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    willeastcott

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  • Gender
    Male
  • Location
    London, UK
  • Interests
    WebGL and WebVR. And weight lifting!

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  1. 36 hours left to submit a pull request to win a cool $1000. That’s like a PS5 Disc Edition AND an Xbox Series X (but yeah, spend it however you like!) 🎮🤣 Currently submitted PRs are: https://github.com/playcanvas/engine/pull/2785 https://github.com/playcanvas/engine/pull/2767 https://github.com/playcanvas/engine/pull/2733 https://github.com/playcanvas/engine/pull/2698 https://github.com/playcanvas/engine/pull/2673 If you’ve submitted a PR and don’t see it listed, let me know. Some answers to common questions: Can you submit more than 1 PR? Yes!
  2. Happy New Year everyone. To kick off 2021, I thought I would announce a little competition to submit the best PR in January to the open source PlayCanvas WebGL game engine! $1000 prize money. See the Twitter announcement here: For inspiration, check out some of the previously merged PRs in the repo: https://github.com/playcanvas/engine/pulls?q=is%3Apr+is%3Aclosed A particularly cool submission from the last month or two was area lights: https://github.com/playcanvas/engine/pull/2535 But the PR can be anything: Bug fix Documentation improvement/add
  3. PlayCanvas has just announced major changes to their plans. Even free accounts can now download apps and customize the PlayCanvas loading screen. Plus 5-10x storage on all accounts. Check out the PlayCanvas blog for the details: https://blog.playcanvas.com/plan-updates-more-storage-more-features-same-price/
  4. Super-excited to announce some new experimental PlayCanvas technology that simulates cloth physics. final_5ed7a246132aee0015b5c0af_798743.mp4 Check out the blog article describing how it was done: https://blog.playcanvas.com/implementing-cloth-simulation-in-webgl/ Just a first step - but the added realism for character rendering is superb. Let us know what you think!
  5. Hi @GamerWael. Slightly old thread but I thought I would follow up! Just curious, but what's wrong with the example you link to? It has pretty good dual virtuals sticks for navigation on touch devices. Interesting - I get a solid 60fps on my iPhone XS but obviously, that's a high end device. What device are you running on. I should point out that that FPS example has a high res shadow map applied which is probably overkill for low end mobile and could definitely be optimized.
  6. Pure browser games are harder to monetize than native games. I mean, a game like Robostorm (made with PlayCanvas) is crazy fun - but successfully doing IAP in a browser game is hard. An interesting segment for HTML5 games, though, is messenger-based games (where many of those platforms rely on embedded WebView + HTML5 games). There, HTML5 game devs has access to huge audiences.
  7. Check out this awesome post on the PlayCanvas forums that might provide some inspiration: https://forum.playcanvas.com/t/the-journey-of-multiplayer-fps-game-with-playcanvas/10122
  8. Dungeon Fury was the first game we made with PlayCanvas. Happy memories (although PlayCanvas was so primitive back then!): https://playcanv.as/p/MW862amA/
  9. 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!
  10. I can't think what the problem might be. I found it really easy to port the p2.js top down vehicle example to PlayCanvas. Single step the set up of the physics world, the creation of the shape, body and vehicle and check all the values look good.
  11. Cool tutorial page @end3r. Would be great to update it to the current scripting system's boilerplate code, which is: var BoxAnimation = pc.createScript('boxAnimation'); // initialize code called once per entity BoxAnimation.prototype.initialize = function() { }; // update code called every frame BoxAnimation.prototype.update = function(dt) { };
  12. I think the runtimes of PlayCanvas and Babylon are broadly similar. Sure, there are some differences here and there, but they do similar stuff. The main difference though are the tools you get with PlayCanvas. The Editor is a seriously powerful environment to rapidly build WebGL apps/games. It's probably the closest thing in the WebGL world that compares to Unity (but as we all know, Unity's WebGL performance is not good and isn't supported on mobile). Here's the published app of the above scene: https://playcanv.as/p/yipplmVO/ So PlayCanvas is right at home with FPS style
  13. I don't know Phaser but the PlayCanvas integration is here: https://github.com/playcanvas/playcanvas-p2.js/blob/master/p2-integration.js#L1188 Example app: https://playcanv.as/p/FKahzJnU/ Perhaps that can act as reference to help you port it to Phaser?
  14. @8Observer8 We use Node.js running on a number of Azure instances running Ubuntu. (Sorry for the delay in replying!)
  15. @8Observer8 Yeah, there may be some bugs we need to fix. We'll look into it. Thanks!
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