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Found 8 results

  1. Hi, I am struggling to properly align a lens flare with the sun from the skybox texture so I was wondering if anyone would have any tips on doing it properly as in the lens flare demo? -> https://playground.babylonjs.com/#QP32DP#1
  2. I'll be participating in a game jam in a month or so, and was hoping to use Babylon.js. However, I'm finding the workflow... less than optimal. I'd like to able to use models and animations both from online resources and created my 3D artists on the day. The most common format appears to be fbx, which sadly is not supported by Babylon. So additional steps are required to convert to the .babylon format (with the use of yet another program, be it Blender or Unity). This is just too time consuming, arduous and error prone. A specific example: model appears inside-out and no way to switch facing between back, front and front_and_back. I know Babylon is planning to support glTF, but the standard for glTF 2.0 has only just been finalised and is not presently supported widely. I would strongly recommend the support of .fbx if for nothing more than access to the existing library of assets. So, questions: Is there a way of streamlining the workflow? There are many great looking demos available. What pipeline did they use? What format were the assets?
  3. Hey everyone, I'm one of the developers of Curve Fever which is a multiplayer snake game. Due to a complete redesign and performance/loading issues we plan to remake the game with HTML5 canvas. We've already done a little bit of research but I'm already noticing there are hundreds of options for everything. Reading through each option would first of all take a lot of time and secondly it's always advertised better than it is and it leaves out the downsides. I'm looking for some general advice and some advice on frameworks and tools to use. I have a few concerns and requirements listed below along with the information about our current project/setup. About the project The current game is made in Unity and exported to WebGL. However, 20% of the users are unable to load the game and 25% of the users that can load the game has FPS below 40. This is too high and we've had several talks with the developers that work on WebGL in Unity but they say that it's unlikely that it's gonna have massive improvements. Totally understandable because Unity is a massive engine and WebGL is mostly used for demos and such and not full games. Our game is a 2D topdown multiplayer snake game played by milions of users. The servers are custom made with Go(lang) and the communication is done with websockets using Protobuf messages. Most of the game is actually UI for things like chat, friends, shop, lobby, profile, popups and so on. Requirements These are the main requirements we have for our new setup. Exportable for standalone (Windows, MacOS and Linux) - Preferably with generic API's for native things. Exportable for Android and iOS - Preferably with generic API's for native things. Exportable for web portals and Facebook. Being able to run the game locally on Windows, MacOS & Linux. Great workflow for quick development and design. Structured code base (Typescript?) Easy for designers to create UI elements and such. Easy to create UI animations. (or animations in general) Rapid prototyping. Quick load times Good performance on multiple devices. Some kind of versioning would be great. It's also quite important that it's open source. Specific questions Here are some specific questions we have currently. We're mostly just looking for general advice on what to use and what not to use with the requirements we have. Is there something like Electron that also exports to mobile or do we have to use two services? Is it correct that it's best to create UI in the dom? If so, how well will it work with services that export the game? Since most of our game is UI would it be wiser to not use a game engine like Phaser? To give some more context, basically all we have to do in the game is render curves (lines) on the field. The curves will have to be erased too because of client side prediction (multiplayer networking). Is there something that lets us create UI elements easily with animations and such like it's done in Unity? I know that a lot can be done with HTML, CSS and JS but not all game designers may be experts with this and it'd be much easier if there was some sort of software where designers can design the game in. How good are the profilers/debuggers in the available engines? Or do people often only use the browser profiler/debugger? Just putting this here for people that only read these questions. What are some good practices and workflows. Would be great to hear what stack of tools and libraries etc people use and why.
  4. Checkout the new U3D - BabylonJS Toolkit: Maya Art Workflow Tools @MrVR This is for you bro
  5. Hi all ! (first post in this forum) I know that the exporter works great with blender render materials, but cycles is so powerfull that i want to use it rather than blender render. I've search but don't find any doc where cycles is the render engine, but i found this line in the babylon what's new : But the documentation is just a list of features compatibility, and the link to TowerOfBabel (which i suppose is a different exporter plugin ?) is dead If i do a simple scene (one camera, on light, one plane with one material, this is what i get : So here are my questions : Is anyone using cycles & babylon ? If yes, what is the basic workflow ? If the exporter doesn't support yet Cycles, do you know if it is planned ? (it will be very great, especially when you think that the conversion of materials could be set to PBR ) Thanks for your answers, and sorry for my english.
  6. Normally in my animation workflow I use mocap animations, but recently I have been experimenting with IK animation (see images A & B below) Image A shows the model with all the bones (mesh deform and IK bones - 49 in total) and an animation in the Action Editor with just the bones (mainly the IK bones) that are translated/rotated to create a simple walk animation. This I exported with no special settings for the exporter - all the IK bones included. Result here Now the exporter has a special setting I can use - the "Ignore IK Bones" setting. If I use that I get this - not for the squeamish Image B shows a different procedure that I used. I bake the animation, delete key frames in the Action Editor for any bones with IK in the name, delete the IK bones from the rig (now 37 bones in the fig), then export. Result here I am curious about what the workflow should to use the "Ignore IK Bones" setting. cheers, gryff
  7. Hi guys, I've been struggling recently with overwhelming projects, and instead of actually starting a project, i'll obsess over the finer details. Sort of stuff like, which design patterns I could implement, how I'm going to handle game states, entity management, efficiency, understanding the engine documentation / code-base, etc. I find I become overwhelmed by thinking about all the little things, and never actually start working on any of my game ideas. I was wondering if anyone else has had this problem, and what might be some tips to get over them. "Just start", seems like the appropriate answer, but being analytical by nature, it's hard not to think about the bigger picture.
  8. https://github.com/luizbills/phaser-project-base (work in progress) FeaturesWhen a javascript file is created inside src/sprite folder it's filled with a template for Phaser Sprites source. The same occurs on src/state folder, but is used a template for Phaser States (see _grunt/handlebars/templates). feel free to contribute
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