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Found 467 results

  1. Hello is anyone else experiencing this error on iOS 13: WebGL: INVALID_VALUE: uniform1iv: invalid texture unit Here's the full message: [Warning] Turning drawing buffer preservation for the WebGL canvas being captured (0.0.js, line 6472) [Error] WebGL: INVALID_VALUE: uniform1iv: invalid texture unit uniform1iv anonymous (Anonymous Script 1 (line 7)) syncUniforms (0.0.js:9832) syncUniformGroup (0.0.js:9818) anonymous (Anonymous Script 2 (line 22)) syncUniforms (0.0.js:9832) syncUniformGroup (0.0.js:9818) bind (0.0.js:9791) _render (5.5.js:5905) render (0.0.js:14434) render (0.0.js:14439) render (0.0.js:14439) render (0.0.js:14439) renderAdvanced (0.0.js:14492) render (0.0.js:14430) render (0.0.js:14439) render (0.0.js:11619) render (5.5.js:748) emit (0.0.js:17454) update (0.0.js:17993) (anonymous function) (0.0.js:17692)
  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. RELIC RUNWAY Are you ready for crazy adventures? Run as far as you can, collect coins, upgrade useful bonuses, pick up parts of ancient relics, unlock amazing characters, and compete with your friends to be the best relic runner! LINK: https://gemioli.com/relicrunway/ MAIN FEATURES: Beautiful and dangerous Inka Ruins 10 brave heroes to unlock A lot of ancient relics to discover on your way Play with your Facebook friends And it's free for embedding on your website <iframe src="https://gemioli.com/relicrunway/" name="Relic Runway" width="640" height="480" frameborder="0" scrolling="no" allowfullscreen="true"></iframe> Please contact us at contact@gemioli.com if you have any questions, suggestions, etc.
  4. Hey everyone. I am building a web based 3D interactive showcase of a spacecraft's journey. Most of the users are expected to be accessing it via low to mid range androids, so for performance I've decided upon three.js, rather than babylon.js. Correct me if I'm wrong in this. I've worked as a web developer and dabbled with game development with Phaser and Godot, but haven't built anything with three.js or babylon. So I wanted your advice on best practices and resources; things that my future self would wish I had known before starting. Here's some more information: The showcase will be separated into scenes, which can be navigated via a timeline, which also highlights the current date, if it's in range. In addition to the animated view of spacecraft's trajectory and position, it will have some cinematic scenes of the rocket exiting the atmosphere and a lander landing on the target body as well. I might even consider making the rover user controllable. Here's one inspiration from NatGeo. Any help is appreciated.
  5. Verge3D 2.14 for Blender and 3Ds Max is out bringing #AR, morph targets/shape keys, parametric models, exposure control settings, vignetting effect, texture-from-text feature, normal map generator and many new puzzles! 3Ds max release article Blender release article
  6. I am getting this error in my game only on IOS with Cordova on PIXI 5.1.1 with Webgl 2.0 (It works on Google Chrome perfectly fine). All my sprites and graphics get loaded to the screen but when the RAF should start it gets this error and doesn't continue. https://imgur.com/a/lqVDzdA Maybe it's something my IOS with Cordova is lacking from the requirements for Webgl 2.0 Specifications? https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.4 Thanks for any advice! πŸ™‚
  7. ---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.
  8. Hello, First time posting on this forum. Issue: I am having issues using TweenMax when rendered in WebGL with PIXI. Nothing happens at all. If I change my code to use canvas it works just fine. Is anybody having similar or the same issues? Thanks for any help. let app = new PIXI.autoDetectRenderer(1920, 1080); document.body.appendChild(app.view); let stage = new PIXI.Container(); let testGraphic = new PIXI.Graphics(); testGraphic.beginFill(0x18FF10); testGraphic.drawRect(0, 0, 500, 500); stage.addChild(testGraphic); TweenMax.to(testGraphic, 1, {pixi: {alpha: 0}}); app.render(stage);
  9. Panopuzzle is a tile rotation puzzle game you can play from inside a 360 panorama and it is live here: panopuzzle If you own an Oculus Go or another VR headset - there is also a immersive VR version which runs via WebVR in the standard Go browser under https://panopuzzle.created-by.me/VR.html It runs in pretty much any browser on a mobile phone, a tablet or desktop computer. You can move your device or drag the image with the mouse/finger to look around. Tap/click a tile will rotate it - your preferred rotation direction can be set in the settings (rotating gear in the left bottom) At the left top is the "Zoom out" option which changes the panorama to an outside view like that No matter if you are zoomed in or out you can (within limits) zoom in/out the normal way (mouse wheel, mouse middle click and move or two finger pinch) The tile counter at the top can be switched on or off depending on how difficult you want to make it for yourself. You can also switch on a hint system which will highlight one wrong tile at a time - sometimes quite useful to find those last two ones Click "Zoom in" at the left top to "go into" the panorama again. All settings are kept so to switch off the hints again in the next level you need to do that via the settings. Once all the tiles are correct you can progress to the next level by pressing "Next" on the right top - or replay the level on a different setting (easy, normal, hard) There are 22 levels of real world and fractal panoramas with tile numbers ranging from 44 tiles to 132 tiles Have fun and let me know what you think. Also if there are any problems, ideas, improvements.... send me an email to panopuzzle at gmail.com
  10. Link It Up! is a casual, puzzle platforming game. In this game you need to link up the line to make your way through the level. Link It Up! features 30 levels that include interesting puzzles as well as cool platforming challenges. You can Play it here: https://www.newgrounds.com/portal/view/729389 Link It Up! is available for non-exclusive licensing so if you're interested in licensing it contact me via email: alienplay44@gmail.com
  11. Hello dear devs! My name is Paul. I'm not sure if this the right place to do this but I'm gonna give it a shot. So... here it goes! With my friend Edoardo we're creating a Game Engine using three.js for rendering and a node.js + webpack environment for development. It's an electron app, works on Windows, Mac and Linux and is fully extendable through a friendly and simple API. The idea behind this is to create a free tool that is not limited to the functionalities we can add to the editor. Anyone should be able to create editor extensions and publish them either for free or for profit. So, in other words, this could be a Game Engine if you install Game Engine extensions to it, or maybe a WebGL App creator of other sorts if you choose other extensions. We're focusing on the Game side at least for now. As you can see we're in front of something that has no name (yet), no clear purpose and looks like an outlaw which doesn't belong anywhere. So, for now at least, we're referring to it as The Rogue Engine, in search of a purpose and the cure for bad breath 😷 Will it find a name? Will it find the Rogue's Den where it belongs? Is Paul drunk? We don't know. So yes, I'm here to help out the Rogue in its quest, looking for your feedback and ideas (or insults) of any kind. We'd like to build a tool we'd all want to use, and get a clue of which are the tools we should prioritise for the upcoming Alpha. Yes! There's an Alpha in the oven and we'd love for you to try it out. For now we're sharing content through my Twitter, at least until we can find The Rogue a name and some decent clothes to put it on Twitter, Facebook and all those places where the cool kids hang out these days. Thank you πŸ™for enduring this horrible post to the end. You're a brave soldier, I hope you enjoy the video (preferably with a beer 🍺) Cheers!
  12. Congrats on v5 you awesome people! So a long time ago I was working on top down 2D game that had line of sight, but I ran into performance problems problems that sound like they can be more easily solved in v5. For some reason the forum is not letting me upload images so here are some links. Screenshots: https://timetocode.tumblr.com/post/164071887541/much-progress-screenshots-show-in-game-terrain Video of line of sight https://timetocode.tumblr.com/post/163227386513/11-second-video-tree-blocking-line-of-sight It's just one of those pseudo-roguelike line of sight effects where you can't see around corners (real-time though!). It involved lots of triangles, and the algos were based on Amit Patel's https://www.redblobgames.com/articles/visibility/ To achieve this effect I created a canvas separate from pixi with the shadow color filling the screen, and then I would mask/subtract the triangles generated by the visibility algo. I would then take that resulting image with a littl ebit of blur and put it in a container that was rendered underneath the wall sprites. That was the fast version, I also made another version based on pixi graphics that had other issue. Even the fast version had all sorts of garbage collection problems, probably because it was creating a texture the size of the whole screen every frame and then discarding it. It sounds like v5 can probably handle this feature without generating a texture every frame. Could someone suggest a way to accomplish this in v5? I don't have to put the shadows under the wall sprites if that is particularly hard.. they could be ontop of everything instead -- just whatever stands a chance of hitting 60 fps on a chromebook. TY TY
  13. Some time ago there was a bug report of a problem with rendering SVGs in iOS and MacOS, at least older ones. You can see it there: https://github.com/pixijs/pixi.js/issues/3433, but here is a short description as far as I've digged it. On some old Apple devices, iPad 4 / iOS 10 for me, if you load a number of SVGs, make sprites of them and place said sprites on stage, some of these sprites will 'leak' on one another. For example, if you load a green rectangle SVG and then blue circle SVG, sprite made from second one will contain expected circle drawn above unexpected rectangle. This is an old bug still found in v5.0.0 rc-3. Sadly, I found no solution to it. There are cases when it shows and cases when it doesn't, but no way to be sure. Since it is crusial for the project I'm working on, I've made a short test code to check if the current device have this bug, so I can switch to PNGs. In case anyone needs this, you can see it below. It is written for Pixi v5.0.0 rc-3 https://codepen.io/takopus/pen/EJpjXL The idea is simple: I load assets - rectangle and circle - make sprites, place them on stage and render it (you have to do it to catch the bug). Then I extract circle into Uint8ClampedArray of pixels and get alpha value of some corner pixel. If there is no bug, it will be 0 (since there is no pixel there). If the bug is here, it will be 255 cause of rectangle rendered below the circle. Hope this will help someone until this bug gets fixed!
  14. Hello! The project is old so PIXI v.3.0.11 is used. For streaming - Flashphoner via WebRTC Steps to reproduce 1. Start video stream in html video element - stream.start(myDiv) which creates streamVideoElement in myDiv 2. When stream fires STREAM_PLAYING event the method PIXI.Texture.fromVideo(streamHtmlVideoElement) is called and the returned texture is set to the specific PIXI.Sprite instance. 3. Somewhere after this the Firefox browser receives error thrown by WebGl: Additional information The problem is happened very rerely Only Firefox Stream(video element) is not failed after the error In the PIXI source code that means: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source); What we tried tried to set video.crossOrigin = "anonymos" to the video element but no success. tried to dispose video like video.src = "" and etc according some advices related to the localStorage caching I know it's not directly linked by PIXI but still I need help. And the image of the current block when exception was thrown.
  15. Hyperactive Soccer 2 A fast-paced single player five-a-side retro soccer game. Whats new: Updated graphics, music and refined gameplay: Dribbling, more "responsive" to passes. A number of game parameter changes (e.g. playfield size, goal size, ball interception). This is fast. To help adjust, you can select from different speeds. Note the teams (nations) have different strengths. So you can adjust difficulty level by who you pick. In "quick" game mode you select brain and speed levels directly which apply to both teams, meaning, they always have the same strength. Direct link: (for fullscreen press button under render area) https://www.beppigames.de/play/hyperactive-soccer-2/index.html Homepage: https://www.beppigames.de/hyperactivesoccer2/index.html Controls: Keyboard only. Menu navigation: Arrow keys Selection: Return Shoot: X Move: Arrow Keys Back to title page: B In "quick" you select brain and speed levels with left/right arrow keys. There are 8 moving directions. You move in the diagonals by pressing two keys: left/right and up/down. Made with the amazing emscripten.
  16. Hello there! I basically just want to present my personal game project and to collect some feedback and ideas. The game is currently in the alpha phase and there might be bugs and problems but I feel confident enough to show it to the public. The game is called "Connect 3D" and it is a free to play competitive online browser game, where you have to place four tokens in a row to score. However, the game is not as easy as it sounds because the rows can be build in the three dimensional space. This GIF shows a local game session but the game can also be played online. You just have to send the link of the session to one of your friends. Currently you need a second person to play since there is no AI or computer enemy to play against. It works on mobile and on desktops, but you should try it on a modern device and with an up to date browser. There are known problems in Firefox on Windows and on Android. Therefore I recommend to try it in Chrome, Safari or Edge. You can give it a try for free on the website Connect 3D. The feedback is very important for me and the development. I really appreciate your feedback! I plan on implementing much more stuff if the feedback is positive. Possible next features: Personal Profiles and Statistics Level/Rank System (implies profiles) Public Games (join random people and play against them) Tournaments/Competitive Play Computer Opponent (AI) Different Game Modes and many more... Tell me your opinion and what you would enjoy the most in an upcoming version? Thank you for your help! iflow
  17. Hyperactive Tennis You play tennis in single player mode for one set with tie break. There are four difficulty levels: ROOKIE for training, PRO, "NO. 1" and LEGEND for the real challenge. Game is keyboard only: Return: Menu select/Next screen Arrow keys: Menu navigation, running around B: Back to title screen "C": Hit ball X: Lob The levels ROOKIE, PRO, "NO. 1" and LEGEND are selected with left/right arrow keys. The key "C" hits the ball. The game automatically selects service, normal stroke, volley and smash. The key "X" plays a lob. Have fun. Requires some practice though. Made with emscripten. Direct link: https://www.beppigames.de/play/hyperactive-tennis/index.html Game homepage: https://www.beppigames.de/hyperactivetennis/index.html
  18. We have atlas exported with Texture Packer. Run-time every texture is cropped by 1 pixel. This pixel is added to the opposite of the texture. Likewise https://github.com/pixijs/pixi.js/issues/5087.
  19. Supercharged objects placement using physics directly inside the PlayCanvas editor. Speed up your scene creation! Create natural looking scenes without effort, paint anything on top of anything. Use cases: Easy to use rules for painting a collection of objects. Paint decals on top of surfaces without worrying about manual placement. Drop feature to create natural looking scenes. Athena Terrain Creator support for painting on terrain models. Get it here: https://pic.pirron-rodon.one/ View the documentation here. Speed level design: Physics Drop Feature:
  20. WebGL is all about online. It seems quite natural that some tools for creating 3D Web content are offered as web services. But is it safe to rely on them? https://www.soft8soft.com/webgl-cloud-based-or-self-hosted/
  21. 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/
  22. This has been under development for a while but we are proud to have it released today! Using a Chrome extension you can subscribe and load our libraries directly inside the PlayCanvas editor. We are determined in providing a list of editor extensions that empower PlayCanvas and solve case specific problems. Coming soon: Physics Painter P2P Multiplayer Animation Timeline Starter Kits Learn more: https://pic.pirron-rodon.one/ Athena Terrain Creator Create dynamic terrains from heightmaps with adjustable quality and multiple textures that render directly inside the PlayCanvas editor. Terrain creator is an editor extension that integrates seamlessly with the PlayCanvas editor. It provides tools that help you add natural terrains in your scenes and the ability to do object placement in a WYSIWYG way. Features list: In editor terrain generator from heightmaps. No need to include big terrain models to your app, reduce your download size to a minimum. Terrain generation on runtime is fast! Depending on the quality selected can be < 300ms. Support for single and tiled heightmaps, seams are properly calculated during normals generation. Why tiles? Benefit by camera frustrum culling to achieve greater performance. Support for infinite number of terrains! Take care of your polycount and you can have as many terrains as you like. Control your terrain model detail by selecting the number of subdivisions. Control your terrain total size in all directions. Support for colormaps with up to four texture channels. The splatmap shader uses the PlayCanvas shader chunks system supporting all lighting/rendering effects. The terrain model generated uses a standard PlayCanvas material for lighting. A collision component is added that allows compatibility with other editor extensions coming soon. A special terrain-runtime.js script is added to your project to generate your terrain on runtime. All terrains generated are yours to keep! All extension fields include detailed tooltips with usage instructions. Coming soon: API pc.Events that allow you to add your custom logic during terrain generation/texturing.
  23. Verge3D is an artist-friendly framework for creating HTML5 and WebGL games. Starting from this pre-release you can use it to create AR & VR games as well. Check out the following demo: https://bit.ly/2CuURKF This simple animated experience should work in Google Cardboard/Daydream, Samsung Gear VR, Oculus Rift/Go, HTC Vive/VivePort, PlayStation VR and Windows Mixed Reality headsets. More info here: https://bit.ly/2BzOyE8
  24. Hi, i want to do something like this in phaser : I've been learning webGL because i think it must be done with webGL, but if someone can tell me how i can do this effect in phaser3 it can be cool ^^.
  25. A Pac-Man style game made in WebGL/JS. Design goal was to have it scale and play well on both a computer and tablet/phone. All suggestions and comments are welcome. https://www.merryarcade.com/Cemetery/ Regards, Bjorn, MerryArcade.