Search the Community

Showing results for tags 'WebGL'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 490 results

  1. Hi. I glad to introduce you a new game that was created by our team - it's called Arcade Race and it's a simple racing game where you need to go from checkpoint to checkpoint trying to do it in short time. It's a 3d game but made in old pixel game style like Interstate76 or first Carmagedon . Please don't judge it seriously it's just a fan art inspired by old games. It works directly in browser and mobile devices with friendly controlls. Enjoy. It was made using Verge3D engine in Blender with help of Inkscape and Gimp. Here's a link to the game And some screenshots
  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/addition Refactor New feature Feel free to get creative. Submissions are due by midnight on Jan 31st and I'll announce the winner on 1st Feb. Good luck!
  3. Hi, I have a 200 * 200 painting. I want to enlarge this picture (eg 1200 * 700). of course by preserving the image quality. I learned that the way to do this is interpolation. I use the OpenCV.js library to interpolate. However, both my mathematical operations and openCV processes take a long time. Average 70 ms. I have to reduce this to 30-40 ms. I will try to do my mathematical operations on the GPU using GPU.js. But I don't have much experience dealing with pictures. Does anyone have any idea how to speed up interpolation for this, of course, how to get a better view? PS: I don't mean give me the code. I'm looking for a library or a sample project that can be used for these tasks, or a hint to guide. I had asked a similar question before, but now my program has changed and I want to ask again because I have different problems.
  4. Hey! I'm trying to make calculations in a shader, and use all 4 channels, but unfortunately the alpha channel does not work as expected. I was thinking that if I will set gl.blendFunc(gl.ONE, gl.ZERO) then the output should be only just the source, without any blending, but it's not. So I have tried to combine it also with premultipling alpha (and keep gl.blendFunc(gl.ONE, gl.ZERO)), I get sort of closer results to the expected, but still behaviour is strange. In the demo below I'm just filling mesh with one color, and console.log values of the first pixel, was expecting [25, 178, 229, 25] but I got [255, 255, 255, 25] (without premultipled alpha) and [31, 184, 235, 25] (with premultipled alpha) https://www.pixiplayground.com/#/edit/785nGjqG5wSZoa9r2Xn7I Thank you in advance for a response!
  5. This is strictly for educational purposes only Since Flash is pretty much being deprecated in most browsers so is Habbo. Since there's retro versions, most of Habbo's assets are available on the internet. I've been using Pixi for now to create a 2D loading screen, which I did successfully. Then it occurred to me that Pixi is mostly just a renderer, and doesn't support 3D the same way as Three or Babylon does. Problem is that, I found coding of 2D UI elements in both Three and Babylon really difficult compared to Pixi. In Habbo it's really minimal what is going to be 2.5D / 3D as only the rooms, avatars and furni are, the rest is basically 2D GUI. So this is how I've done it for now https://gist.github.com/marcus-sa/7993baa14e6301c762747142e55cb5cf Some questions: Is Habbo; 2D with projecting, 2.5D or 3D, and would it be enough to use Pixi only? If no: Would it be possible to extend Pixi with Three or Babylon when there's going to be rendered 2.5D /3D objects? If it's truly 2D with projecting, should I just use Phaser instead? What would be best to do?
  6. Whenever I try to apply RGB split shift effect on the below Image, the rgb effect doesn't work. I dont know why the rgb color effect is not working on Image which has small color variation. For reference, I have added link to codepen demo and Image. The effect is working fine if the Image has color variations so, is there any way i can apply rgb effect on the below Image. Thanks in advance. https://codepen.io/piyushwalia/pen/pobVgWe
  7. Hello friends! I am extremely new to the HTML5 game dev scene and I would love a little bit of extra guidance. I've tried to google my way through but it's hard to research something that you're.. not even sure what you're researching? So far I've successfully created my 2D game in Unity and now I'm trying to figure out how to get it from Unity onto a website for testing. I built it as an WebGL and tried uploading the .zip to WordPress using this plugin here. I followed the very short tutorial but I got a 404 error within my site when I attempted to test play. I assume this is because WordPress doesn't actually allow .js due to security risks (?) so I'm not really sure where to go from here. I'd highly appreciate any suggestions or resources to help me and my baby brain. I'm currently in the process of attempting another method found here. Am I even looking up the right stuff? I have no idea. I did try to look through old posts to find anything relevant with no success, please feel free to link any other threads that may be of help as well! Please let me know if I need to provide any further information, much appreciated and thank you in advance!!
  8. myCesiumflight chung is a small free Cesium engine based 3D webgl flight simulator written in html5, css and javascript . Fly anywhere in the world with high resolution terrain imagery and elevation heightmaps . Uses cssscale to increase fps rate. (12 fps fullscreen , 22 fps with chrome on my notebook) => http://chungswebsite.blogspot.fr/search/label/myCesiumflight
  9. I tried to find answers to these questions online, but was only partially success-full and most of the info I found was for pixi v3 version. Given that we are now on v5 and few things changed, I decided to ask this here to better understand pixi and webgl in general for optimising big amounts of assets. A small intro to my project I am working on a mobile / web game that relies on images for it's ui / characters / items / backgrounds etc. In some places we are talking high detail, fullscreen graphics for characters, something similar to this: https://www.artstation.com/artwork/n616E that have more graphics on top of them (equipment slot ui / equipment item graphics). As you can imagine to have these appear nice and crisp on retina devices some images can be rather big i.e (1125x2436 for a full screen iphoneX screen). And my game has a lot of these. My current experience with pixi and what I am doing now Right now I am not doing anything crazy. I have a loader that generates sprites for all my textures. I did however ran into an issue where some of the bigger character graphics caused lag when their scene was displayed because they were being uploaded to GPU (I think?). I was able to solve this issue by using renderTextures, what I did was map through all loader resources, created sprites, rendered them on render textures and stored those references for future sprites. I actually had separate question about this here My questions / concerns In general my approach so far has been working good, I see smooth animations and memory usage (at least what I see in XCode when I run app on my phone) looks good. I did start noticing few small hick-ups here and there though further into my development and am concerned that I am loading too many assets now. Furthermore I saw few posts saying that webgl can't handle many textures / big textures and this concerns me. What I want to do now is create separate loaders, so I don't load everything at once and ensure I destroy and recreate my renderTextures as they are needed. I also want to start creating spritesheets to group my assets logically. I have following questions: 1. How big can these sprite-sheets be and how many of them can I have? (My lowest supported target is webgl 1 on safari) 2. Do I actually need to use renderTextures to ensure my graphics are ready to go at a moments notice, or is there a better approach? 3. When I use loader with my sprite sheets and create sprites from those sources, what do I need to destroy to cleanup? Just loader, or also sprites and texture sources? 4. And in general what approaches / practices would you recommend for handling 100's of assets like examples below in a game designed for high density displays? 5. Is pixi even suitable for this kind of project? examples (not from my game, but I guess you can picture how big in terms of pixels these can get and there are many of them) https://www.artstation.com/artwork/n616E https://www.deviantart.com/maumonts/art/ITEM-ART-World-of-Reos-795990267 https://www.deviantart.com/francescabaerald/art/Map-of-Middle-Earth-Lord-of-the-Rings-642266670 https://www.deviantart.com/evil-s/art/Burnblade-UI-516602551
  10. Here's a simple timelapse that shows how easily you can crate a fully functional webgl application using only Blender, Inkscape and Verge3D. Realtime of this video only 25 minutes.
  11. RELIC RUNWAY Play a crazy adventue with Relic Runway . Run as far as you can, collect coins and upgrade useful bonuses, pick up relic parts to discover ancient artifacts, break idols to unlock amazing characters, and compete with your friends to be the best relic runner! LINK: PLAY NOW WEBSITE: PFFG.ONLINE
  12. 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/
  13. Hi all and good day! 13 days ago started with new project and would like to share some stuff with you It's not completely from scratch, but took some base from my prev game DatTank [https://dattank.io]. How it looked 13 days ago How it looks today [melee attacking sys example] Would like to know if it would be interesting for somebody to read through some details in some articles or thms like this. Uh, and would be awesome to get some feedback Thx for your attention! ps: If you want to get quick updates from me follow on https://twitter.com/iOhmed
  14. Hi, we glad to introduce you a new series of tutorial that explain how to create WebGL 3D applications using Maya and Verge3D. You will learn how to create a 3d-web application from first step till the publishing it in the net. Enjoy. Link to the application Content: 1 – Intro 2 – Creating a New Project 3 – Materials and Environment 4 – Camera, Puzzles and Background 5 – Creating HTML Interface 6 – Layout for Mobile Devices 7 – Interactive Animation and Sounds 8 – Material Configurator 9 – Adding Annotations 10 – Post-effects and Antialiasing 11 – Application Optimizations 12 – Publishing Online
  15. Hi, I am new to Pixi.js and I have been searching and looking for the custom blend mode usage with only WebGL in Pixi.js. I looked through the post( ) and the github PR (https://github.com/pixijs/pixi.js/pull/4049) to explore the possible to create my custom BlendMode. Here are my questions: 1. Does pixi v5 support the custom BlendMode like #4049 mentions, and it seems the version that above post uses is v4.5.3 2. I have no idea how to apply the custom BlendMode to the particle effect with reading the repo (https://github.com/pixijs/pixi-particles). I think I should make some change in ParticleUtils.ts, but I have no clue to begin. 3. I also looked the PR about more BlendMode(https://github.com/pixijs/pixi.js/pull/5391), and does this mean if I want to achieve the custom BlendMode, it can only happen in canvas2D but not in WebGL? 4. If I can not use the method: var gl = WebGLRenderingContext; var blend = new PIXI.BlendMode(gl.ZERO, gl.DST_ALPHA, gl.ONE, gl.ONE_MINUS_DST_ALPHA); sprite.blendMode = blend; then how do I construct the shader like blendFunc(gl.DST_ALPHA, gl.ONE_MINUS_DST_ALPHA) Any advices are appreciated! Thanks in advanced!
  16. We have a JS developer job opening that would benefit from someone with WebGL skills. Are you a talented programmer with a passion for open source? We'd love to hear from you. The job is developing an open-source scientific library, https://github.com/psychopy/psychojs for the precise/rapid presentation of stimuli to participants in reaction time experiments and similar, which is why skills in dynamic high-performance graphics programming would be of benefit. This is part of a larger project mostly in Python, www.psychopy.org, which is a pretty popular package within behavioral sciences (psychology, neuroscience, linguistics etc). So if you're a good coder and fancy working in open source and/or science programming then we'd love to hear from you. https://jobs.nottingham.ac.uk/Vacancy.aspx?id=29376&forced=2 kind regards, Jon
  17. Hi, we glad to introduce you a new series of tutorial that explain how to create WebGL 3D applications using Blender and Verge3D. You will learn how to create a 3d-web application from first step till the publishing it in the net. Enjoy. Link to the application Content: 1 – Intro 2 – Creating a New Project 3 – Materials and Environment 4 – Camera, Puzzles and Background 5 – Creating HTML Interface 6 – Layout for Mobile Devices 7 – Interactive Animation and Sounds 8 – Material Configurator 9 – Adding Annotations 10 – Post-effects and Antialiasing 11 – Application Optimizations 12 – Publishing the Scene
  18. 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!
  19. I import pixi.js like this: import * as PIXI from 'pixi.js-legacy' But somehow when I visit the web-app using a browser having webGl disabled I get an error which tells me to use "pixi.js-legacy". How so? My package.json still contains the normal pixi.js and hence it's still installed, but not imported - could this cause the problem, i don't think right?
  20. Hi there folks! It's been a while since I posted something in here, glad to be back! I have a fair amount of experience in game development using JS Canvas, but recently I decided I had move on - so I went with Pixi. I figured out the basics of how to add sprites, do filters and such, but I just can't seem to figure out how to do simple lines and then manipulate them afterwards. What I mean is something like this: https://jsfiddle.net/gustavgb/anxcjfof/5/ I noticed that PIXI.Graphics has an object attached to it called "graphicsData" in which I can find the points that make up the line - great - but when changing the value of these variables, nothing happens to the appearance of my line. I'd appreciate any help, as I'm quite new to Pixi Thank you!
  21. 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
  22. 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: https://caniuse.com/#feat=webgl WebGL 2.0: https://caniuse.com/#feat=webgl2 A brief description of what WebGL is, and references to the specifications: https://www.khronos.org/webgl/ Tutorials: WebGL 1.0 Fundamentals WebGL 2.0 Fundamentals This book is about WebGL 1.0: WebGL Programming Guide Source Code for the book: examples.zip Source Code for the book on JSFiddle: Chapter 02. Your First Step with WebGL ch02/HelloCanvas: https://jsfiddle.net/8Observer8/2gky294r/ ch02/HelloPoint1: https://jsfiddle.net/8Observer8/cc72u1u5/ ch02/HelloPoint2: https://jsfiddle.net/8Observer8/uxw657ud/ ch02/ClickedPoints: https://jsfiddle.net/8Observer8/xf4fnc0o/ ch02/ColoredPoints: https://jsfiddle.net/8Observer8/gkkmnpga/ Chapter 03. Drawing and Transforming Triangles ch03/MultiPoint: https://jsfiddle.net/8Observer8/cty1120m/ ch03/HelloTriangle: https://jsfiddle.net/8Observer8/wk4sksnw/ ch03/HelloQuad: https://jsfiddle.net/8Observer8/g4ctyk7w/ ch03/HelloQuad_FAN: https://jsfiddle.net/8Observer8/v119e8o6/ ch03/HelloTriangle_LINES: https://jsfiddle.net/8Observer8/wwrkaxcf/ ch03/HelloTriangle_LINE_STRIP: https://jsfiddle.net/8Observer8/3ggjz4rm/ ch03/HelloTriangle_LINE_LOOP: https://jsfiddle.net/8Observer8/7vcyquro/ ch03/TranslatedTriangle: https://jsfiddle.net/8Observer8/0dp4xvyt/ ch03/RotatedTriangle: https://jsfiddle.net/8Observer8/gh9s6szm/ ch03/RotatedTriangle_Matrix: https://jsfiddle.net/8Observer8/7ze7pgpu/ ch03/ScaledTriangle_Matrix: https://jsfiddle.net/8Observer8/6xzoe63s/ Chapter 04. More Transformations and Basic Animation ch04/RotatedTriangle_Matrix4: https://jsfiddle.net/8Observer8/t4y7783v/ ch04/RotatedTranslatedTriangle: https://jsfiddle.net/8Observer8/b5yfxojp/ ch04/TranslatedRotatedTriangle: https://jsfiddle.net/8Observer8/o8voebc9/ ch04/RotatingTriangle: https://jsfiddle.net/8Observer8/x9j5vdk7/ ch04/RotatingTranslatedTriangle: https://jsfiddle.net/8Observer8/rkrv0322/ ch04/RotatingTriangle_withButtons: https://jsfiddle.net/8Observer8/wzoLmdzd/ Chapter 05. Using Colors and Texture Images ch05/MultiAttributeSize: https://jsfiddle.net/8Observer8/dsfgezbj/ ch05/MultiAttributeSize_Interleaved: https://jsfiddle.net/8Observer8/bshwnden/ ch05/MultiAttributeColor: https://jsfiddle.net/8Observer8/bveykLdf/ ch05/ColoredTriangle: https://jsfiddle.net/8Observer8/mrkpms7d/ ch05/HelloTriangle_FragCoord: https://jsfiddle.net/8Observer8/ft33yo9s/ ch05/TexturedQuad: https://jsfiddle.net/8Observer8/o3vakb3h/ ch05/TexturedQuad_Repeat: https://jsfiddle.net/8Observer8/2s7q68cc/ ch05/TexturedQuad_Clamp_Mirror: https://jsfiddle.net/8Observer8/mqu0wwma/ ch05/MultiTexture: https://jsfiddle.net/8Observer8/ztew5u0p/ Chapter 07. Toward the 3D World ch07/LookAtTriangles: https://jsfiddle.net/8Observer8/6ab11xpg/ ch07/LookAtRotatedTriangles: https://jsfiddle.net/8Observer8/944dd57h/ ch07/LookAtRotatedTriangles_modelViewMatrix: https://jsfiddle.net/8Observer8/e5t6gj1w/ ch07/LookAtTrianglesWithKeys: https://jsfiddle.net/8Observer8/38ewegg2/ ch07/OrthoView: https://jsfiddle.net/8Observer8/zebt4u7t/ ch07/LookAtTrianglesWithKey_ViewVolume: https://jsfiddle.net/8Observer8/vLcejtm1/ ch07/OrthoView_halfSize: https://jsfiddle.net/8Observer8/uvcd9h4p/ ch07/OrthoView_halfWidth: https://jsfiddle.net/8Observer8/vepodfb8/ ch07/PerspectiveView: https://jsfiddle.net/8Observer8/640pv8qe/ ch07/PerspectiveView_mvp: https://jsfiddle.net/8Observer8/w8yh4Lmj/ ch07/PerspectiveView_mvpMatrix: https://jsfiddle.net/8Observer8/hhwnx145/ ch07/DepthBuffer: https://jsfiddle.net/8Observer8/hyumw026/ ch07/Zfighting: https://jsfiddle.net/8Observer8/foc0b45t/ ch07/HelloCube: https://jsfiddle.net/8Observer8/rkpn5tyw/ ch07/ColoredCube: https://jsfiddle.net/8Observer8/80x8cyom/ ch07/ColoredCube_singleColor: https://jsfiddle.net/8Observer8/pespackq/ Chapter 08. Lighting Objects ch08/LightedCube: https://jsfiddle.net/8Observer8/4jchxo84/ ch08/LightedCube_animation: https://jsfiddle.net/8Observer8/ekw3osj7/ ch08/LightedCube_ambient: https://jsfiddle.net/8Observer8/y6qwnfe1/ ch08/LightedTranslatedRotatedCube: https://jsfiddle.net/8Observer8/pa88ujjg/ ch08/PointLightedCube: https://jsfiddle.net/8Observer8/vuq118ue/ ch08/PointLightedCube_animation: https://jsfiddle.net/8Observer8/5bj39hb8/ ch08/PointLightedSphere: https://jsfiddle.net/8Observer8/edz9Lz8f/ ch08/PointLightedSphere_perFragment: https://jsfiddle.net/8Observer8/qzwyow4j/ ch08/PointLightedCube_perFragment: https://jsfiddle.net/8Observer8/8t1umamf/ ch08/LightedCube_perFragment: https://jsfiddle.net/8Observer8/471y2t84/ Chapter 09. Hierarchical Objects ch09/JointModel: https://jsfiddle.net/8Observer8/vqse5egz/ ch09/MultiJointModel: https://jsfiddle.net/8Observer8/sL53wkn3/ ch09/MultiJointModel_segment: https://jsfiddle.net/8Observer8/ygvk7odv/ Chapter 10. Advanced Techniques ch10/RotateObject: https://jsfiddle.net/8Observer8/1f5hLmff/ ch10/PickObject: https://jsfiddle.net/8Observer8/owue624n/ ch10/PickFace: https://jsfiddle.net/8Observer8/edvw6z90/ ch10/HUD: https://jsfiddle.net/8Observer8/fLxxxs35/ ch10/3DoverWeb: https://jsfiddle.net/8Observer8/tbowcc16/ ch10/Fog: https://jsfiddle.net/8Observer8/6yf9L399/ ch10/Fog_w: https://jsfiddle.net/8Observer8/8aLvthc3/ ch10/RoundedPoints: https://jsfiddle.net/8Observer8/sjs5kmn4/ ch10/LookAtBlendedTriangles: https://jsfiddle.net/8Observer8/apoz294n/ ch10/BlendedCube: https://jsfiddle.net/8Observer8/xsrL2fs5/ ch10/ProgramObject: https://jsfiddle.net/8Observer8/jnd0j6w0/ ch10/FramebufferObject: https://jsfiddle.net/8Observer8/vaLq6d66/ ch10/Shadow: https://jsfiddle.net/8Observer8/jsnfwcae/ ch10/Shadow_highp: https://jsfiddle.net/8Observer8/brjzr00n/ ch10/Shadow_highp_sphere: https://jsfiddle.net/8Observer8/4fmyLy5f/ ch10/OBJViewer: https://jsfiddle.net/8Observer8/pws1x7uv/ ch10/RotatingTriangle_contextLost: https://jsfiddle.net/8Observer8/vs01s8Lz/ Gifts gifts/Particle: https://jsfiddle.net/8Observer8/Ltzt31vk/ gifts/Printf: https://jsfiddle.net/8Observer8/qsw7jtec/ gifts/SpecularCube: https://jsfiddle.net/8Observer8/z4xj9rbv/ gifts/TextTexture: https://jsfiddle.net/8Observer8/qt7q2kuf/ gifts/ThreeDUI: https://jsfiddle.net/8Observer8/zdw1f2st/ gifts/Wave: https://jsfiddle.net/8Observer8/eL9odthz/ gifts/WorldCoordinateSystem: https://jsfiddle.net/8Observer8/6utj3hnk/ appendix/CoordinateSystem: https://jsfiddle.net/8Observer8/dzz056jt/ Appendix appendix/CoordinateSystem_viewVolume: https://jsfiddle.net/8Observer8/apxLww1q/ appendix/LoadShaderFromFiles: https://jsfiddle.net/8Observer8/wdn9ubhj/
  23. Hello ! This is Run Heroes ONLINE. Currently simple gameplay and single map only. There is no real multiplayer now. But, we are working on it. Made with Unity + PlayMaker. This game created without Writing Single Line of Code 😎 Play Here : https://runheroes.online/
  24. I rewrote the Pong game to WebGL 1.0 and TypeScript from the tutorial: https://noobtuts.com/cpp/2d-pong-game I use a free hosting and sometimes my Node.js/Express server sleeps. Wait 10 second to wake up the server. Run the release version in the browser: http://ivan8observer8.herokuapp.com/webgl10-ts/pong2d-from-noobtuts/ Download the source code: https://github.com/8Observer8/pong2d-from-noobtuts_webgl10-typescript I will find the instruction in README.md file how to build to the Release and Debug versions.
  25. We are excited to announce that Verge3D, an artist-friendly toolkit for creating web interactives, is now available to Autodesk Maya users! Verge3D allows a designer to create online experiences with Blender, 3ds Max, and now Maya. Interactivity scenarios can be added using Puzzles, Verge3D’s visual scripting editor, without any programming code. Link to the full article Blender Changes For this major version we rebuilt UI/UX for our tools – the App Manager and Puzzles, as well as application templates. The App Manager obtained new functions, such as uploading of application archives, moving apps to system Trash, picking up the user-defined folder with apps, and many other things. The Puzzles editor layout has been radically changed to allow for more work space. The long-awaited dark theme has been introduced for Verge3D as well. Finally, Oculus Quest and similar devices are now supported, including their powerful controllers. The 3.0 version is compatible with the newest Blender 2.82, bringing its features to the web. Link to the full article 3ds Max Changes It brings App Manager and Puzzles overhaul and the upgraded templates for applications. The App Manager now can upload application archives, move apps to system Trash, pick up the user-defined folder with apps. The layout of the Puzzles has been rebuilt for more work space. We also introduce the dark theme – a feature which was asked for a lot. And the last but not least, Oculus Quest is now supported together with its mighty controllers. Link to the full article