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Found 7 results

  1. 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?
  2. Is there any reason why sound is not playing in my WebVR demo in the Oculus browser? I already changed video.muted to false & it still won’t play. It’s the same demo in the examples only with another video I tried with sound. Also, it doesn’t autostart even though I told it to. It only autostarts in non-VR mode on my regular laptop. Here’s the link :: http://babylontesting.epizy.com/Three.js/skytime-vr/ Here’s the link to the Source :: view-source:http://babylontesting.epizy.com/Three.js/skytime-vr/ { NOTE } :: Copy & paste EVERYTHING above including the ‘view-source:’ portion into a browser
  3. Hi, I ported my game from Flash/AIR to HTML5. It's SparkChess, a chess game with single-player and multiplayer capabilities. The game is written in Typescript. I chose it because it was more similar to Actionscript and because I wanted to keep my sanity (for large projects Javascript is a pain). The AI engine is written by me, it's fast and strong enough for most players. It uses web workers. The multiplayer part uses websockets, with Union Platform (wonderful Java multiplayer server with Javascript client, too bad it doesn't seem to be actively developed). There's a free version online and we also have a Premium version with extra features, such as the rotatable 3D board that uses Three.js. I also created desktop versions for Win & Mac using Electron (previously NWjs but Electron seems to have more & better tools) and also for mobile using Cordova.
  4. Hello, I am interested to use a 3D "engine" in my browser. I wouldn't consider my project a full-on "game" per se. What I have is a configuration for a sports field arena, so want to engage with the configuration, and to manipulate the canvas and scene objects according to the configuration. Things like field length, width, goal posts, and so on. I am using ASP.NET MVC for my web platform. The configuration part is basically working but for some CSS snafus; but that's well outside the 3D scope of things. I am interested to find out how I might have a 3D canvas/scene "listen" for the form input and respond accordingly. Last but not least, would it be possible to provide a NuGet package for the Babylon bits? THREE has one, although admittedly, the NuGet specification appears to be several revisions old. Thank you... Regards, Michael Powell
  5. you know box2d are you sure http://lo-th.github.io/Liquid.lab/
  6. http://lo-th.github.io/RAPT/index.html RAPT is a full convert of "Robots Are People Too" engins to 3d on three.js. in dev beta version, but some cool tool puppet animation, easy particle engin, geometry construction...
  7. lo.th

    animation test

    Last version of three.js r67 is very good, i use sea3d format is the lightweight Skeleton helper, animationBlending, morph ... asset test 1 asset test 2 asset test 3 asset test 4 asset test 5
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