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About willeastcott

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    Advanced Member

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

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  1. 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/
  2. 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!
  3. 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.
  4. 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.
  5. 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
  6. Dungeon Fury was the first game we made with PlayCanvas. Happy memories (although PlayCanvas was so primitive back then!): https://playcanv.as/p/MW862amA/
  7. 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!
  8. 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.
  9. 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) { };
  10. 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 environments. Interesting things to note about this particular app: It uses something called 'Asset Variants'. This is essentially a built-in engine feature which checks what texture compression formats are supported by the client and loads the most optimal format from the server. So PVR on iOS, ETC1 on Android and DXT on Windows, typically. It uses runtime generated lightmaps. In other words, lightmaps are not baked in a tool like Max/Maya/Blender. Instead, they are baked when the app has loaded. This means that you don't have to download the lightmap data, which can be quite a saving. Anyway, check it out and let me know what you think (I work on PlayCanvas myself!).
  11. 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?
  12. @8Observer8 We use Node.js running on a number of Azure instances running Ubuntu. (Sorry for the delay in replying!)
  13. @8Observer8 Yeah, there may be some bugs we need to fix. We'll look into it. Thanks!
  14. 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.
  15. PlayCanvas added support for texture compression to the Editor today. This gives you: One-click texture compression for DXT, PVR and ETC1 At least 6 times compression of all texture data in your games Most optimal image format dynamically selected for the device running your game Check out all the info here (including a sweet demo, pictured below).