diff --git a/3d-asset-store-propsplanet-upgrades-from-unity-to-playcanvas/index.html b/3d-asset-store-propsplanet-upgrades-from-unity-to-playcanvas/index.html index 70aadde39..80bbe2651 100644 --- a/3d-asset-store-propsplanet-upgrades-from-unity-to-playcanvas/index.html +++ b/3d-asset-store-propsplanet-upgrades-from-unity-to-playcanvas/index.html @@ -5,7 +5,7 @@ 3D Asset Store Propsplanet upgrades from Unity to PlayCanvas | PlayCanvas Blog - + diff --git a/404.html b/404.html index 2855183de..99e56c468 100644 --- a/404.html +++ b/404.html @@ -5,7 +5,7 @@ Page Not Found | PlayCanvas Blog - + diff --git a/a-graph-rendering-library-for-the-web-pcui-graph/index.html b/a-graph-rendering-library-for-the-web-pcui-graph/index.html index 74ad2ec9d..d28d9f3d8 100644 --- a/a-graph-rendering-library-for-the-web-pcui-graph/index.html +++ b/a-graph-rendering-library-for-the-web-pcui-graph/index.html @@ -5,13 +5,13 @@ A Graph Rendering Library for the Web: PCUI Graph | PlayCanvas Blog - +
Skip to main content

A Graph Rendering Library for the Web: PCUI Graph

· 2 min read
Elliott Thompson
Software Engineer

Today, we are excited to announce a new open source library: PCUI Graph. It’s a graph rendering framework for the browser which can be used to build and view various types of node-based graphs.

-

A Simple Graph -
PCUI Graph in action

+

A Simple Graph
+PCUI Graph in action

Last year, we open sourced PCUI, a front-end framework for building web-based tools like the PlayCanvas Editor. This was subsequently used as the foundation for a new family of open source tools: the glTF Viewer and the PlayCanvas Examples Browser. However, some of our more recent tools projects have had requirements related to the creation and editing of node-based graphs. As a result, we set about developing a new plugin to PCUI called PCUI Graph. This plugin is already in use today since it powers both the PlayCanvas Shader Editor and Animation State Graph Editor:

Graph Editors

You can rapidly map out key parts of your project’s workflow using pcui-graph, as it supports both directed and visual programming graphs. Here are some of the key features that PCUI Graph provides:

diff --git a/a-multiplayer-3rd-person-shooter-in-html5/index.html b/a-multiplayer-3rd-person-shooter-in-html5/index.html index 95d192bea..91ed901cb 100644 --- a/a-multiplayer-3rd-person-shooter-in-html5/index.html +++ b/a-multiplayer-3rd-person-shooter-in-html5/index.html @@ -5,16 +5,16 @@ Making a multiplayer 3rd-person shooter in HTML5 | PlayCanvas Blog - + -

Making a multiplayer 3rd-person shooter in HTML5

· 6 min read

D.E.M.O. -
D.E.M.O. Multiplayer 3rd-person shooter running in the browser

+

Making a multiplayer 3rd-person shooter in HTML5

· 6 min read

D.E.M.O.
+D.E.M.O. Multiplayer 3rd-person shooter running in the browser

PlayCanvas were lucky enough to show a demo of our collaborative HTML5 game development toolset at Google I/O a few months back. We had a few existing demos of simple games that we had made in order to test the platform.

However, we really wanted to show something a little more high-end, to showcase the possibilities that HTML5 offers for next-generation browser games. With a little under two weeks to go we started work on the demo we'd feature on the show floor. A networked multiplayer 3rd-person shooter we descriptively called 'scifi'. We’ve since renamed it to the slightly less descriptive D.E.M.O.

-

Try playing D.E.M.O. now. -Firefox: Hiding the mouse cursor only works in Fullscreen mode, press SPACE to toggle fullscreen.

+

Try playing D.E.M.O. now.

+

Firefox: Hiding the mouse cursor only works in Fullscreen mode, press SPACE to toggle fullscreen.

We think the result is something is pretty special so we’re sharing it with you today. We think you’ll agree that it heralds the beginning of a new generation of HTML5 games.

We also wanted to talk about how using PlayCanvas allowed us to make D.E.M.O. in around 2 weeks. A staggeringly short time for any game, and it really shows off the power of collaborative development and great tools.

The game and the PlayCanvas Engine are written entirely in JavaScript. It’s pushing at the boundaries of the browser gaming using the latest HTML5 APIs, including:

@@ -30,13 +30,13 @@

How was it built?

Two weeks is very short time to build an app like D.E.M.O. and along with lots of long hours coding we were only able to do this thanks to the PlayCanvas platform that we’ve built, so we want to share with some of the ways which it saved us time, and can save you time too.

Asset wrangling

-

SWAT Model -
Side-by-side rendering in 3DS Max and PlayCanvas Engine

+

SWAT Model
+Side-by-side rendering in 3DS Max and PlayCanvas Engine

We’ve made a beautiful looking game in 3D in next to no time. We could do this because the PlayCanvas asset tools are built to ingest a wide range of model formats and set up to ensure that default materials from popular 3D packages appear identical in engine as they do for the artist.

The sci-fi levels and the SWAT character and animations were all created using 3D Studio Max default materials. With no effort on our part we could export the source assets into the PlayCanvas format and be sure they would look nearly identical at runtime. If you were to get assets from a site like Turbo Squid you need to know that it will just work in PlayCanvas without modification. Within minutes of receiving 3D assets from a 3rd party you can have characters and environments in game.

Building the level

-

D.E.M.O. -
Building the D.E.M.O. in PlayCanvas Designer

+

D.E.M.O.
+Building the D.E.M.O. in PlayCanvas Designer

Traditionally, this would consist of building out the level in low detail (often called grey-boxing) and running about it in to get feel for the how the game plays, where the choke points are and how the spawn points should be placed. Unfortunately, we didn’t have the art resources to design the level in this way but we did have a set of 5 or 6 components which fitted together like jigsaw pieces.

Even though there was a limited choice of level design, both Will and I wanted to be involved in the discussion over the how level should look. As we were working around 50 miles apart, getting together around a laptop screen wasn’t going to be possible. Fortunately the PlayCanvas Designer is the perfect solution for this type of collaborative work. We are able to simultaneously view the same level and while talking face-to-face over Skype, we could both position the pieces in real-time and discuss the pros and cons of each configuration.

We had a pretty simple task to complete but we were miles apart and using the Designer meant that we had no problem collaborating despite this. It’s clear to us that scaling this up to a design team would be incredibly liberating and will really change the way that games are made.

diff --git a/a-new-ui-for-the-playcanvas-editor/index.html b/a-new-ui-for-the-playcanvas-editor/index.html index 3cb9940d3..97f4d1d47 100644 --- a/a-new-ui-for-the-playcanvas-editor/index.html +++ b/a-new-ui-for-the-playcanvas-editor/index.html @@ -5,7 +5,7 @@ A New UI for the PlayCanvas Editor | PlayCanvas Blog - + diff --git a/a-wild-designer-appears/index.html b/a-wild-designer-appears/index.html index a4c801681..06d9d9cdb 100644 --- a/a-wild-designer-appears/index.html +++ b/a-wild-designer-appears/index.html @@ -5,13 +5,13 @@ A wild designer appears! | PlayCanvas Blog - +

A wild designer appears!

· One min read

To kick off 2014 with a bang, we're welcoming a brand new member to the PlayCanvas family.

-

Roonio logo -
Kevin's image doesn't appear on film, so we've used this instead.

+

Roonio logo
+Kevin's image doesn't appear on film, so we've used this instead.

Kevin Rooney joins us as Creative Director, check out his amazing portfolio. Kevin is an experienced designer who has sampled the start-up life before at Memrise.

What does this mean? Kevin brings a much needed designer's touch to the PlayCanvas team, so look out for big changes to the look and feel of the PlayCanvas site in the coming weeks. Currently we have a kick-ass tool for creating HTML5 and WebGL games in the browser, but very soon we're going to have a beautiful one as well.

Welcome Kevin on his twitter.

diff --git a/a-wild-programmer-appears/index.html b/a-wild-programmer-appears/index.html index 5bc4765fd..aab68d6d3 100644 --- a/a-wild-programmer-appears/index.html +++ b/a-wild-programmer-appears/index.html @@ -5,13 +5,13 @@ A wild programmer appears! | PlayCanvas Blog - +

A wild programmer appears!

· One min read

It's a big day over at PlayCanvas towers. We have a new programmer. In fact, our first full-time staffer after the founding team.

-

Vaios -
Humouring the idiot with the camera phone

+

Vaios
+Humouring the idiot with the camera phone

Vaios joins us from sunny Athens, land of gods, fine olive oil and greeks bearing gifts [Best you could come up with!? - Ed]. More importantly he's got loads of experience writing games and tools for game developers. He spent a number of years working at Sony Computer Entertainment in London on the sadly un-released AAA action title Eight Days, and the ground-breaking console virtual world PlayStation Home. Since then he's been working another virtual world title in Athens.

Join us in welcoming Vaios on twitter. He's going to play a big part in helping PlayCanvas become the game development platform of the future.

diff --git a/anim-layer-masks-and-blending/index.html b/anim-layer-masks-and-blending/index.html index 43e87af2b..e7a4cfc7d 100644 --- a/anim-layer-masks-and-blending/index.html +++ b/anim-layer-masks-and-blending/index.html @@ -5,12 +5,12 @@ Anim Layer Masks and Blending | PlayCanvas Blog - + -

Anim Layer Masks and Blending

· 4 min read
Elliott Thompson
Software Engineer

-
RUN DEMO

+

Anim Layer Masks and Blending

· 4 min read
Elliott Thompson
Software Engineer


+RUN DEMO

Today, we are releasing the latest anim component feature: the masking and blending of anim layers.

This is a versatile feature that has been hotly requested by PlayCanvas developers that wish to get even more creative with their animations. We’re excited to be able to share how it works in this blog.

Animating characters

@@ -29,8 +29,8 @@

Anim Lay

Previously when using the anim component, you could play any number of animations on top of each other by creating multiple anim layers. However, any animations from subsequent layers that animate the same bones as previous ones will completely overwrite those previous animations.

That meant that even if you were to add a shooting animation to the top half of a character, it would always be playing over a walking animation that was placed on a previous layer.

Now with anim layer blending, it is possible to smoothly blend subsequent layers in and out, changing the weight each layer contributes to the characters animation in real time.

-

-
Animation layer blending in the PlayCanvas examples browser

+


+Animation layer blending in the PlayCanvas examples browser

When editing an AnimStateGraph asset, you’re now presented with two Blend Type options in each layer. The Overwrite option is set by default and works as before, each subsequent layer completely overwrites the animation values of previous layers.

However, now, if you select the ‘Additive’ option, the anim system will take the weight of each additive layer into account and blend the layered animations accordingly. This is a great way to blend one animation on top of another.

diff --git a/announcing-playcanvas-answers/index.html b/announcing-playcanvas-answers/index.html index b6873c4fb..f73a1726c 100644 --- a/announcing-playcanvas-answers/index.html +++ b/announcing-playcanvas-answers/index.html @@ -5,7 +5,7 @@ PlayCanvas Community Part 1 - Announcing PlayCanvas Answers | PlayCanvas Blog - + diff --git a/announcing-the-new-playcanvas-asset-store/index.html b/announcing-the-new-playcanvas-asset-store/index.html index 9ec09494f..4e013ce62 100644 --- a/announcing-the-new-playcanvas-asset-store/index.html +++ b/announcing-the-new-playcanvas-asset-store/index.html @@ -5,7 +5,7 @@ Announcing the New PlayCanvas Asset Store | PlayCanvas Blog - + diff --git a/apple-embraces-webgl/index.html b/apple-embraces-webgl/index.html index e872c5a72..d1251d385 100644 --- a/apple-embraces-webgl/index.html +++ b/apple-embraces-webgl/index.html @@ -5,7 +5,7 @@ Apple Embraces WebGL | PlayCanvas Blog - + diff --git a/archive/index.html b/archive/index.html index 163575482..f358b039c 100644 --- a/archive/index.html +++ b/archive/index.html @@ -5,7 +5,7 @@ Archive | PlayCanvas Blog - + diff --git a/arm-and-playcanvas-open-source-seemore-webgl-demo/index.html b/arm-and-playcanvas-open-source-seemore-webgl-demo/index.html index 996a81603..0ec66d5d9 100644 --- a/arm-and-playcanvas-open-source-seemore-webgl-demo/index.html +++ b/arm-and-playcanvas-open-source-seemore-webgl-demo/index.html @@ -5,7 +5,7 @@ Arm and PlayCanvas Open Source Seemore WebGL Demo | PlayCanvas Blog - + diff --git a/assets/js/03aad2ae.61fb8795.js b/assets/js/03aad2ae.61fb8795.js deleted file mode 100644 index 2808e04ba..000000000 --- a/assets/js/03aad2ae.61fb8795.js +++ /dev/null @@ -1 +0,0 @@ -"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[20014],{68253:(e,a,t)=>{t.r(a),t.d(a,{assets:()=>l,contentTitle:()=>o,default:()=>m,frontMatter:()=>i,metadata:()=>r,toc:()=>d});var n=t(74848),s=t(28453);const i={authors:"dave",slug:"a-wild-designer-appears",title:"A wild designer appears!",tags:["team"]},o=void 0,r={permalink:"/a-wild-designer-appears",editUrl:"https://github.com/playcanvas/blog/tree/main/blog/2014-01-09-a-wild-designer-appears.md",source:"@site/blog/2014-01-09-a-wild-designer-appears.md",title:"A wild designer appears!",description:"To kick off 2014 with a bang, we're welcoming a brand new member to the PlayCanvas family.",date:"2014-01-09T00:00:00.000Z",tags:[{label:"team",permalink:"/tags/team"}],readingTime:.615,hasTruncateMarker:!1,authors:[{name:"Dave Evans",title:"CTO",url:"https://twitter.com/daredevildave",imageURL:"https://pbs.twimg.com/profile_images/1271233580430053376/-OHHBJ2Z_400x400.jpg",key:"dave"}],frontMatter:{authors:"dave",slug:"a-wild-designer-appears",title:"A wild designer appears!",tags:["team"]},unlisted:!1,prevItem:{title:"Primitives are Dead! 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We've worked hard with the\xa0",(0,n.jsx)(t.a,{href:"http://www.philippamoore.com",children:"talented artist"}),"\xa0from ",(0,n.jsx)(t.a,{href:"https://blog.playcanvas.com/swooop/",children:"SWOOOP"}),"\xa0to provide a complete set of code and assets for you to build your own platform games."]}),"\n",(0,n.jsx)(t.p,{children:"From today, when you choose to create a new project\xa0you'll be given the option to start using\xa0the\xa0new Platform Game Starter Kit. Your new project will contain a short, but full, platform game."}),"\n",(0,n.jsx)(t.h2,{id:"contents",children:"Contents"}),"\n",(0,n.jsx)(t.p,{children:"The Starter Kit contains the following assets:"}),"\n",(0,n.jsxs)(t.ul,{children:["\n",(0,n.jsx)(t.li,{children:"Our hero Playbot - a fully rigged and animated robot character for you to use."}),"\n",(0,n.jsx)(t.li,{children:"Idle, Run, Jump and Die animations for Playbot"}),"\n",(0,n.jsx)(t.li,{children:"A set of platforms in various shapes and sizes from 1x1 up to 4x4"}),"\n",(0,n.jsx)(t.li,{children:"Spike, our dumb and stupid AI bot"}),"\n",(0,n.jsx)(t.li,{children:"Punch, still pretty dumb, but don't get too close or he'll shoot."}),"\n"]}),"\n",(0,n.jsx)(t.p,{children:"We're also supplying all the code for the game:"}),"\n",(0,n.jsxs)(t.ul,{children:["\n",(0,n.jsx)(t.li,{children:"Platform Character Controller -\xa0the player"}),"\n",(0,n.jsx)(t.li,{children:"Enemy - a\xa0simple enemy AI"}),"\n",(0,n.jsx)(t.li,{children:"Enemy Punch - a simple enemy AI which can shoot at you"}),"\n",(0,n.jsx)(t.li,{children:"Mover - a moving platform"}),"\n",(0,n.jsx)(t.li,{children:"Goal - the target for the level"}),"\n",(0,n.jsx)(t.li,{children:"Damageable -\xa0add health and damage to an Entity"}),"\n"]}),"\n",(0,n.jsx)(t.p,{children:"We'll be writing more about the Platform Game Starter Kit in the next week to give you tips and challenges so that you can make the best use out of it. But before they arrive, create a new project using the kit, try it out and dig into the code to see how it was made."}),"\n",(0,n.jsx)(t.p,{children:"Have fun, and look out for Punch!"}),"\n",(0,n.jsxs)(t.p,{children:[(0,n.jsx)(t.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:a(26978).A+"",children:(0,n.jsx)(t.img,{alt:"Punch",src:a(27884).A+"",width:"800",height:"800"})}),(0,n.jsx)(t.br,{}),"\n",(0,n.jsx)(t.em,{children:"Punch - the bad guy"})]})]})}function h(e={}){const{wrapper:t}={...(0,o.R)(),...e.components};return t?(0,n.jsx)(t,{...e,children:(0,n.jsx)(d,{...e})}):d(e)}},26978:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/files/PlayCanvas-2-e5cdbfacb29674ee32430de66e116215.jpg"},89960:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/files/playbot-2f28f7a2b89597e85a2be13d4e7ef9dc.png"},27884:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/PlayCanvas-2-e5cdbfacb29674ee32430de66e116215.jpg"},56290:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/playbot-2f28f7a2b89597e85a2be13d4e7ef9dc.png"},28453:(e,t,a)=>{a.d(t,{R:()=>s,x:()=>l});var n=a(96540);const o={},r=n.createContext(o);function s(e){const t=n.useContext(r);return n.useMemo((function(){return"function"==typeof e?e(t):{...t,...e}}),[t,e])}function l(e){let t;return t=e.disableParentContext?"function"==typeof e.components?e.components(o):e.components||o:s(e.components),n.createElement(r.Provider,{value:t},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/09bfe2a8.c28f9fbe.js b/assets/js/09bfe2a8.c28f9fbe.js deleted file mode 100644 index d2a4a3550..000000000 --- a/assets/js/09bfe2a8.c28f9fbe.js +++ /dev/null @@ -1 +0,0 @@ -"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[42532],{90931:(e,t,a)=>{a.r(t),a.d(t,{assets:()=>i,contentTitle:()=>s,default:()=>h,frontMatter:()=>r,metadata:()=>l,toc:()=>c});var n=a(74848),o=a(28453);const r={authors:"dave",slug:"platform-game-starter-kit",title:"Platform Game Starter Kit"},s=void 0,l={permalink:"/platform-game-starter-kit",editUrl:"https://github.com/playcanvas/blog/tree/main/blog/2014-06-13-platform-game-starter-kit.md",source:"@site/blog/2014-06-13-platform-game-starter-kit.md",title:"Platform Game Starter Kit",description:"PlayBot",date:"2014-06-13T00:00:00.000Z",tags:[],readingTime:1.36,hasTruncateMarker:!1,authors:[{name:"Dave Evans",title:"CTO",url:"https://twitter.com/daredevildave",imageURL:"https://pbs.twimg.com/profile_images/1271233580430053376/-OHHBJ2Z_400x400.jpg",key:"dave"}],frontMatter:{authors:"dave",slug:"platform-game-starter-kit",title:"Platform Game Starter Kit"},unlisted:!1,prevItem:{title:"Meet the PlayCanvas team: Will Eastcott",permalink:"/meet-the-playcanvas-team-will-eastcott"},nextItem:{title:"PlayCanvas Update 13/06/14",permalink:"/playcanvas-update"}},i={authorsImageUrls:[void 0]},c=[{value:"Contents",id:"contents",level:2}];function d(e){const t={a:"a",em:"em",h2:"h2",img:"img",li:"li",p:"p",ul:"ul",...(0,o.R)(),...e.components};return(0,n.jsxs)(n.Fragment,{children:[(0,n.jsxs)(t.p,{children:[(0,n.jsx)(t.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:a(89960).A+"",children:(0,n.jsx)(t.img,{alt:"PlayBot",src:a(56290).A+"",width:"824",height:"700"})}),"\n",(0,n.jsx)("br",{}),(0,n.jsx)(t.em,{children:"Our new hero"})]}),"\n",(0,n.jsxs)(t.p,{children:["Today we're pleased to introduce the updated, all new and fancy Platform Game Starter Kit. We've worked hard with the\xa0",(0,n.jsx)(t.a,{href:"http://www.philippamoore.com",children:"talented artist"}),"\xa0from ",(0,n.jsx)(t.a,{href:"https://blog.playcanvas.com/swooop/",children:"SWOOOP"}),"\xa0to provide a complete set of code and assets for you to build your own platform games."]}),"\n",(0,n.jsx)(t.p,{children:"From today, when you choose to create a new project\xa0you'll be given the option to start using\xa0the\xa0new Platform Game Starter Kit. Your new project will contain a short, but full, platform game."}),"\n",(0,n.jsx)(t.h2,{id:"contents",children:"Contents"}),"\n",(0,n.jsx)(t.p,{children:"The Starter Kit contains the following assets:"}),"\n",(0,n.jsxs)(t.ul,{children:["\n",(0,n.jsx)(t.li,{children:"Our hero Playbot - a fully rigged and animated robot character for you to use."}),"\n",(0,n.jsx)(t.li,{children:"Idle, Run, Jump and Die animations for Playbot"}),"\n",(0,n.jsx)(t.li,{children:"A set of platforms in various shapes and sizes from 1x1 up to 4x4"}),"\n",(0,n.jsx)(t.li,{children:"Spike, our dumb and stupid AI bot"}),"\n",(0,n.jsx)(t.li,{children:"Punch, still pretty dumb, but don't get too close or he'll shoot."}),"\n"]}),"\n",(0,n.jsx)(t.p,{children:"We're also supplying all the code for the game:"}),"\n",(0,n.jsxs)(t.ul,{children:["\n",(0,n.jsx)(t.li,{children:"Platform Character Controller -\xa0the player"}),"\n",(0,n.jsx)(t.li,{children:"Enemy - a\xa0simple enemy AI"}),"\n",(0,n.jsx)(t.li,{children:"Enemy Punch - a simple enemy AI which can shoot at you"}),"\n",(0,n.jsx)(t.li,{children:"Mover - a moving platform"}),"\n",(0,n.jsx)(t.li,{children:"Goal - the target for the level"}),"\n",(0,n.jsx)(t.li,{children:"Damageable -\xa0add health and damage to an Entity"}),"\n"]}),"\n",(0,n.jsx)(t.p,{children:"We'll be writing more about the Platform Game Starter Kit in the next week to give you tips and challenges so that you can make the best use out of it. But before they arrive, create a new project using the kit, try it out and dig into the code to see how it was made."}),"\n",(0,n.jsx)(t.p,{children:"Have fun, and look out for Punch!"}),"\n",(0,n.jsxs)(t.p,{children:[(0,n.jsx)(t.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:a(26978).A+"",children:(0,n.jsx)(t.img,{alt:"Punch",src:a(27884).A+"",width:"800",height:"800"})}),"\n",(0,n.jsx)("br",{}),(0,n.jsx)(t.em,{children:"Punch - the bad guy"})]})]})}function h(e={}){const{wrapper:t}={...(0,o.R)(),...e.components};return t?(0,n.jsx)(t,{...e,children:(0,n.jsx)(d,{...e})}):d(e)}},26978:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/files/PlayCanvas-2-e5cdbfacb29674ee32430de66e116215.jpg"},89960:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/files/playbot-2f28f7a2b89597e85a2be13d4e7ef9dc.png"},27884:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/PlayCanvas-2-e5cdbfacb29674ee32430de66e116215.jpg"},56290:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/playbot-2f28f7a2b89597e85a2be13d4e7ef9dc.png"},28453:(e,t,a)=>{a.d(t,{R:()=>s,x:()=>l});var n=a(96540);const o={},r=n.createContext(o);function s(e){const t=n.useContext(r);return n.useMemo((function(){return"function"==typeof e?e(t):{...t,...e}}),[t,e])}function l(e){let t;return t=e.disableParentContext?"function"==typeof e.components?e.components(o):e.components||o:s(e.components),n.createElement(r.Provider,{value:t},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/0d5e4874.2fd28ba0.js b/assets/js/0d5e4874.2fd28ba0.js deleted file mode 100644 index 5bc405899..000000000 --- a/assets/js/0d5e4874.2fd28ba0.js +++ /dev/null @@ -1 +0,0 @@ -"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[60044],{56992:(e,t,a)=>{a.r(t),a.d(t,{assets:()=>r,contentTitle:()=>s,default:()=>c,frontMatter:()=>i,metadata:()=>l,toc:()=>h});var n=a(74848),o=a(28453);const i={authors:"dave",slug:"a-multiplayer-3rd-person-shooter-in-html5",title:"Making a multiplayer 3rd-person shooter in HTML5",tags:["game","networking"]},s=void 0,l={permalink:"/a-multiplayer-3rd-person-shooter-in-html5",editUrl:"https://github.com/playcanvas/blog/tree/main/blog/2012-08-08-a-multiplayer-3rd-person-shooter-in-html5.md",source:"@site/blog/2012-08-08-a-multiplayer-3rd-person-shooter-in-html5.md",title:"Making a multiplayer 3rd-person shooter in HTML5",description:"D.E.M.O.",date:"2012-08-08T00:00:00.000Z",tags:[{label:"game",permalink:"/tags/game"},{label:"networking",permalink:"/tags/networking"}],readingTime:5.14,hasTruncateMarker:!1,authors:[{name:"Dave Evans",title:"CTO",url:"https://twitter.com/daredevildave",imageURL:"https://pbs.twimg.com/profile_images/1271233580430053376/-OHHBJ2Z_400x400.jpg",key:"dave"}],frontMatter:{authors:"dave",slug:"a-multiplayer-3rd-person-shooter-in-html5",title:"Making a multiplayer 3rd-person shooter in HTML5",tags:["game","networking"]},unlisted:!1,prevItem:{title:"HTML5 APIs for game developers",permalink:"/html5-apis-for-game-developers"},nextItem:{title:"New Feature: GitHub and private repository support",permalink:"/new-feature-github-and-private-repository-support"}},r={authorsImageUrls:[void 0]},h=[{value:"How was it built?",id:"how-was-it-built",level:2},{value:"Asset wrangling",id:"asset-wrangling",level:3},{value:"Building the level",id:"building-the-level",level:3},{value:"Cloud Development",id:"cloud-development",level:3},{value:"Help us, help you",id:"help-us-help-you",level:3},{value:"Play the game",id:"play-the-game",level:3}];function d(e){const t={a:"a",em:"em",h2:"h2",h3:"h3",img:"img",li:"li",p:"p",strong:"strong",ul:"ul",...(0,o.R)(),...e.components};return(0,n.jsxs)(n.Fragment,{children:[(0,n.jsxs)(t.p,{children:[(0,n.jsx)(t.img,{alt:"D.E.M.O.",src:a(73391).A+"",width:"575",height:"374"}),"\n",(0,n.jsx)("br",{}),(0,n.jsx)(t.em,{children:"D.E.M.O. Multiplayer 3rd-person shooter running in the browser"})]}),"\n",(0,n.jsx)(t.p,{children:"PlayCanvas were lucky enough to show a demo of our collaborative HTML5 game development toolset at Google I/O a few months back. We had a few existing demos of simple games that we had made in order to test the platform."}),"\n",(0,n.jsx)(t.p,{children:"However, we really wanted to show something a little more high-end, to showcase the possibilities that HTML5 offers for next-generation browser games. With a little under two weeks to go we started work on the demo we'd feature on the show floor. A networked multiplayer 3rd-person shooter we descriptively called 'scifi'. We\u2019ve since renamed it to the slightly less descriptive D.E.M.O."}),"\n",(0,n.jsxs)(t.p,{children:[(0,n.jsx)(t.a,{href:"https://playcanv.as/p/UAR6UQNM/",children:"Try playing D.E.M.O. now"}),".\n",(0,n.jsxs)(t.em,{children:[(0,n.jsx)(t.strong,{children:"Firefox:"})," Hiding the mouse cursor only works in Fullscreen mode, press SPACE to toggle fullscreen."]})]}),"\n",(0,n.jsx)(t.p,{children:"We think the result is something is pretty special so we\u2019re sharing it with you today. We think you\u2019ll agree that it heralds the beginning of a new generation of HTML5 games."}),"\n",(0,n.jsx)(t.p,{children:"We also wanted to talk about how using PlayCanvas allowed us to make D.E.M.O. in around 2 weeks. A staggeringly short time for any game, and it really shows off the power of collaborative development and great tools."}),"\n",(0,n.jsx)(t.p,{children:"The game and the PlayCanvas Engine are written entirely in JavaScript. It\u2019s pushing at the boundaries of the browser gaming using the latest HTML5 APIs, including:"}),"\n",(0,n.jsxs)(t.ul,{children:["\n",(0,n.jsx)(t.li,{children:"WebGL for the graphics;"}),"\n",(0,n.jsx)(t.li,{children:"Web Audio API for sound;"}),"\n",(0,n.jsx)(t.li,{children:"WebSockets for networking;"}),"\n",(0,n.jsx)(t.li,{children:"Gamepad API for controller input;"}),"\n",(0,n.jsx)(t.li,{children:"PointerLock API to hide the mouse cursor;"}),"\n",(0,n.jsx)(t.li,{children:"Fullscreen API to give you an immersive experience;"}),"\n"]}),"\n",(0,n.jsxs)(t.p,{children:["D.E.M.O. was built on top of the ",(0,n.jsx)(t.a,{href:"https://github.com/playcanvas/engine",children:"PlayCanvas Engine"}),", which provides graphics, audio, input handling, etc. The game itself is a few thousand lines of JavaScript, the ",(0,n.jsx)(t.a,{href:"http://bitbucket.org/playcanvas/scifi",children:"source code"})," is available if you want to take a closer look. We also wrote a simple server which runs a WebSocket server powered by ",(0,n.jsx)(t.a,{href:"https://nodejs.org/",children:"NodeJS"})," to set up games and redirect messages to connected clients. The ",(0,n.jsx)(t.a,{href:"http://bitbucket.org/playcanvas/scifi-server",children:"source code"})," for this is available too."]}),"\n",(0,n.jsx)(t.h2,{id:"how-was-it-built",children:"How was it built?"}),"\n",(0,n.jsx)(t.p,{children:"Two weeks is very short time to build an app like D.E.M.O. and along with lots of long hours coding we were only able to do this thanks to the PlayCanvas platform that we\u2019ve built, so we want to share with some of the ways which it saved us time, and can save you time too."}),"\n",(0,n.jsx)(t.h3,{id:"asset-wrangling",children:"Asset wrangling"}),"\n",(0,n.jsxs)(t.p,{children:[(0,n.jsx)(t.img,{alt:"SWAT Model",src:a(98134).A+"",width:"575",height:"323"}),"\n",(0,n.jsx)("br",{}),(0,n.jsx)(t.em,{children:"Side-by-side rendering in 3DS Max and PlayCanvas Engine"})]}),"\n",(0,n.jsx)(t.p,{children:"We\u2019ve made a beautiful looking game in 3D in next to no time. We could do this because the PlayCanvas asset tools are built to ingest a wide range of model formats and set up to ensure that default materials from popular 3D packages appear identical in engine as they do for the artist."}),"\n",(0,n.jsxs)(t.p,{children:["The sci-fi levels and the SWAT character and animations were all created using 3D Studio Max default materials. With no effort on our part we could export the source assets into the PlayCanvas format and be sure they would look nearly identical at runtime. If you were to get assets from a site like ",(0,n.jsx)(t.a,{href:"https://www.turbosquid.com/",children:"Turbo Squid"})," you need to know that it will ",(0,n.jsx)(t.em,{children:"just work"})," in PlayCanvas without modification. Within minutes of receiving 3D assets from a 3rd party you can have characters and environments in game."]}),"\n",(0,n.jsx)(t.h3,{id:"building-the-level",children:"Building the level"}),"\n",(0,n.jsxs)(t.p,{children:[(0,n.jsx)(t.img,{alt:"D.E.M.O.",src:a(59698).A+"",width:"575",height:"193"}),"\n",(0,n.jsx)("br",{}),(0,n.jsx)(t.em,{children:"Building the D.E.M.O. in PlayCanvas Designer"})]}),"\n",(0,n.jsx)(t.p,{children:"Traditionally, this would consist of building out the level in low detail (often called grey-boxing) and running about it in to get feel for the how the game plays, where the choke points are and how the spawn points should be placed. Unfortunately, we didn\u2019t have the art resources to design the level in this way but we did have a set of 5 or 6 components which fitted together like jigsaw pieces."}),"\n",(0,n.jsx)(t.p,{children:"Even though there was a limited choice of level design, both Will and I wanted to be involved in the discussion over the how level should look. As we were working around 50 miles apart, getting together around a laptop screen wasn\u2019t going to be possible. Fortunately the PlayCanvas Designer is the perfect solution for this type of collaborative work. We are able to simultaneously view the same level and while talking face-to-face over Skype, we could both position the pieces in real-time and discuss the pros and cons of each configuration."}),"\n",(0,n.jsx)(t.p,{children:"We had a pretty simple task to complete but we were miles apart and using the Designer meant that we had no problem collaborating despite this. It\u2019s clear to us that scaling this up to a design team would be incredibly liberating and will really change the way that games are made."}),"\n",(0,n.jsx)(t.h3,{id:"cloud-development",children:"Cloud Development"}),"\n",(0,n.jsx)(t.p,{children:"By the time of the conference, development on the demo had nearly finished and we had a few hours to set up our booth. Google kindly provided a MacBook Pro and one of their new fancy Chromebooks for us to demo on. Our plan was to run the PlayCanvas Designer on each machine along with a live running build of the game. That way we could demonstrate how editing data on one machine would update instantly in both the Designer view on the other machine and the live games running on each machine."}),"\n",(0,n.jsx)(t.p,{children:"Total set up time for installing tools and getting up and running on both machines? Under a minute, simply open Chrome and navigate to a url. This is possible because of cloud development. Every part of the process is based in the cloud: the tools, the assets and the code."}),"\n",(0,n.jsx)(t.h3,{id:"help-us-help-you",children:"Help us, help you"}),"\n",(0,n.jsx)(t.p,{children:"The service we\u2019re building at PlayCanvas is designed to make creating games faster and more accessible. We're building games ourselves in ways that we wouldn\u2019t have thought possible a few years ago and we want you to do that too."}),"\n",(0,n.jsxs)(t.p,{children:["If you are interested in trying out PlayCanvas to build your games, get in touch, email us at ",(0,n.jsx)(t.a,{href:"mailto:info@playcanvas.com",children:"info@playcanvas.com"})," to join the Beta trial."]}),"\n",(0,n.jsx)(t.h3,{id:"play-the-game",children:(0,n.jsx)(t.a,{href:"https://playcanv.as/p/UAR6UQNM/",children:"Play the game"})}),"\n",(0,n.jsx)(t.p,{children:"Try out D.E.M.O for yourselves. We\u2019ve divided it into multiple 3-player games, you will join the first free game. It should run in any browser that supports WebGL."})]})}function c(e={}){const{wrapper:t}={...(0,o.R)(),...e.components};return t?(0,n.jsx)(t,{...e,children:(0,n.jsx)(d,{...e})}):d(e)}},59698:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/demo-designer-f45494bb669be9aeeecfae32cfda5644.jpg"},73391:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/demo-game-59ac819b64255f2b5c03605100b5e461.jpg"},98134:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/swat_in_tools-e4501e8cefcc25819b45542c4a2ea315.jpg"},28453:(e,t,a)=>{a.d(t,{R:()=>s,x:()=>l});var n=a(96540);const o={},i=n.createContext(o);function s(e){const t=n.useContext(i);return n.useMemo((function(){return"function"==typeof e?e(t):{...t,...e}}),[t,e])}function l(e){let t;return t=e.disableParentContext?"function"==typeof e.components?e.components(o):e.components||o:s(e.components),n.createElement(i.Provider,{value:t},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/0d5e4874.8633d26c.js b/assets/js/0d5e4874.8633d26c.js new file mode 100644 index 000000000..c3ca7ffcb --- /dev/null +++ b/assets/js/0d5e4874.8633d26c.js @@ -0,0 +1 @@ +"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[60044],{56992:(e,t,a)=>{a.r(t),a.d(t,{assets:()=>r,contentTitle:()=>s,default:()=>c,frontMatter:()=>i,metadata:()=>l,toc:()=>h});var n=a(74848),o=a(28453);const i={authors:"dave",slug:"a-multiplayer-3rd-person-shooter-in-html5",title:"Making a multiplayer 3rd-person shooter in HTML5",tags:["game","networking"]},s=void 0,l={permalink:"/a-multiplayer-3rd-person-shooter-in-html5",editUrl:"https://github.com/playcanvas/blog/tree/main/blog/2012-08-08-a-multiplayer-3rd-person-shooter-in-html5.md",source:"@site/blog/2012-08-08-a-multiplayer-3rd-person-shooter-in-html5.md",title:"Making a multiplayer 3rd-person shooter in HTML5",description:"D.E.M.O.",date:"2012-08-08T00:00:00.000Z",tags:[{label:"game",permalink:"/tags/game"},{label:"networking",permalink:"/tags/networking"}],readingTime:5.125,hasTruncateMarker:!1,authors:[{name:"Dave Evans",title:"CTO",url:"https://twitter.com/daredevildave",imageURL:"https://pbs.twimg.com/profile_images/1271233580430053376/-OHHBJ2Z_400x400.jpg",key:"dave"}],frontMatter:{authors:"dave",slug:"a-multiplayer-3rd-person-shooter-in-html5",title:"Making a multiplayer 3rd-person shooter in HTML5",tags:["game","networking"]},unlisted:!1,prevItem:{title:"HTML5 APIs for game developers",permalink:"/html5-apis-for-game-developers"},nextItem:{title:"New Feature: GitHub and private repository support",permalink:"/new-feature-github-and-private-repository-support"}},r={authorsImageUrls:[void 0]},h=[{value:"How was it built?",id:"how-was-it-built",level:2},{value:"Asset wrangling",id:"asset-wrangling",level:3},{value:"Building the level",id:"building-the-level",level:3},{value:"Cloud Development",id:"cloud-development",level:3},{value:"Help us, help you",id:"help-us-help-you",level:3},{value:"Play the game",id:"play-the-game",level:3}];function d(e){const t={a:"a",br:"br",em:"em",h2:"h2",h3:"h3",img:"img",li:"li",p:"p",strong:"strong",ul:"ul",...(0,o.R)(),...e.components};return(0,n.jsxs)(n.Fragment,{children:[(0,n.jsxs)(t.p,{children:[(0,n.jsx)(t.img,{alt:"D.E.M.O.",src:a(73391).A+"",width:"575",height:"374"}),(0,n.jsx)(t.br,{}),"\n",(0,n.jsx)(t.em,{children:"D.E.M.O. Multiplayer 3rd-person shooter running in the browser"})]}),"\n",(0,n.jsx)(t.p,{children:"PlayCanvas were lucky enough to show a demo of our collaborative HTML5 game development toolset at Google I/O a few months back. We had a few existing demos of simple games that we had made in order to test the platform."}),"\n",(0,n.jsx)(t.p,{children:"However, we really wanted to show something a little more high-end, to showcase the possibilities that HTML5 offers for next-generation browser games. With a little under two weeks to go we started work on the demo we'd feature on the show floor. A networked multiplayer 3rd-person shooter we descriptively called 'scifi'. We\u2019ve since renamed it to the slightly less descriptive D.E.M.O."}),"\n",(0,n.jsxs)(t.p,{children:[(0,n.jsx)(t.a,{href:"https://playcanv.as/p/UAR6UQNM/",children:"Try playing D.E.M.O. now"}),"."]}),"\n",(0,n.jsx)(t.p,{children:(0,n.jsxs)(t.em,{children:[(0,n.jsx)(t.strong,{children:"Firefox:"})," Hiding the mouse cursor only works in Fullscreen mode, press SPACE to toggle fullscreen."]})}),"\n",(0,n.jsx)(t.p,{children:"We think the result is something is pretty special so we\u2019re sharing it with you today. We think you\u2019ll agree that it heralds the beginning of a new generation of HTML5 games."}),"\n",(0,n.jsx)(t.p,{children:"We also wanted to talk about how using PlayCanvas allowed us to make D.E.M.O. in around 2 weeks. A staggeringly short time for any game, and it really shows off the power of collaborative development and great tools."}),"\n",(0,n.jsx)(t.p,{children:"The game and the PlayCanvas Engine are written entirely in JavaScript. It\u2019s pushing at the boundaries of the browser gaming using the latest HTML5 APIs, including:"}),"\n",(0,n.jsxs)(t.ul,{children:["\n",(0,n.jsx)(t.li,{children:"WebGL for the graphics;"}),"\n",(0,n.jsx)(t.li,{children:"Web Audio API for sound;"}),"\n",(0,n.jsx)(t.li,{children:"WebSockets for networking;"}),"\n",(0,n.jsx)(t.li,{children:"Gamepad API for controller input;"}),"\n",(0,n.jsx)(t.li,{children:"PointerLock API to hide the mouse cursor;"}),"\n",(0,n.jsx)(t.li,{children:"Fullscreen API to give you an immersive experience;"}),"\n"]}),"\n",(0,n.jsxs)(t.p,{children:["D.E.M.O. was built on top of the ",(0,n.jsx)(t.a,{href:"https://github.com/playcanvas/engine",children:"PlayCanvas Engine"}),", which provides graphics, audio, input handling, etc. The game itself is a few thousand lines of JavaScript, the ",(0,n.jsx)(t.a,{href:"http://bitbucket.org/playcanvas/scifi",children:"source code"})," is available if you want to take a closer look. We also wrote a simple server which runs a WebSocket server powered by ",(0,n.jsx)(t.a,{href:"https://nodejs.org/",children:"NodeJS"})," to set up games and redirect messages to connected clients. 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We could do this because the PlayCanvas asset tools are built to ingest a wide range of model formats and set up to ensure that default materials from popular 3D packages appear identical in engine as they do for the artist."}),"\n",(0,n.jsxs)(t.p,{children:["The sci-fi levels and the SWAT character and animations were all created using 3D Studio Max default materials. With no effort on our part we could export the source assets into the PlayCanvas format and be sure they would look nearly identical at runtime. If you were to get assets from a site like ",(0,n.jsx)(t.a,{href:"https://www.turbosquid.com/",children:"Turbo Squid"})," you need to know that it will ",(0,n.jsx)(t.em,{children:"just work"})," in PlayCanvas without modification. Within minutes of receiving 3D assets from a 3rd party you can have characters and environments in game."]}),"\n",(0,n.jsx)(t.h3,{id:"building-the-level",children:"Building the level"}),"\n",(0,n.jsxs)(t.p,{children:[(0,n.jsx)(t.img,{alt:"D.E.M.O.",src:a(59698).A+"",width:"575",height:"193"}),(0,n.jsx)(t.br,{}),"\n",(0,n.jsx)(t.em,{children:"Building the D.E.M.O. in PlayCanvas Designer"})]}),"\n",(0,n.jsx)(t.p,{children:"Traditionally, this would consist of building out the level in low detail (often called grey-boxing) and running about it in to get feel for the how the game plays, where the choke points are and how the spawn points should be placed. Unfortunately, we didn\u2019t have the art resources to design the level in this way but we did have a set of 5 or 6 components which fitted together like jigsaw pieces."}),"\n",(0,n.jsx)(t.p,{children:"Even though there was a limited choice of level design, both Will and I wanted to be involved in the discussion over the how level should look. As we were working around 50 miles apart, getting together around a laptop screen wasn\u2019t going to be possible. Fortunately the PlayCanvas Designer is the perfect solution for this type of collaborative work. We are able to simultaneously view the same level and while talking face-to-face over Skype, we could both position the pieces in real-time and discuss the pros and cons of each configuration."}),"\n",(0,n.jsx)(t.p,{children:"We had a pretty simple task to complete but we were miles apart and using the Designer meant that we had no problem collaborating despite this. It\u2019s clear to us that scaling this up to a design team would be incredibly liberating and will really change the way that games are made."}),"\n",(0,n.jsx)(t.h3,{id:"cloud-development",children:"Cloud Development"}),"\n",(0,n.jsx)(t.p,{children:"By the time of the conference, development on the demo had nearly finished and we had a few hours to set up our booth. Google kindly provided a MacBook Pro and one of their new fancy Chromebooks for us to demo on. Our plan was to run the PlayCanvas Designer on each machine along with a live running build of the game. That way we could demonstrate how editing data on one machine would update instantly in both the Designer view on the other machine and the live games running on each machine."}),"\n",(0,n.jsx)(t.p,{children:"Total set up time for installing tools and getting up and running on both machines? Under a minute, simply open Chrome and navigate to a url. This is possible because of cloud development. Every part of the process is based in the cloud: the tools, the assets and the code."}),"\n",(0,n.jsx)(t.h3,{id:"help-us-help-you",children:"Help us, help you"}),"\n",(0,n.jsx)(t.p,{children:"The service we\u2019re building at PlayCanvas is designed to make creating games faster and more accessible. We're building games ourselves in ways that we wouldn\u2019t have thought possible a few years ago and we want you to do that too."}),"\n",(0,n.jsxs)(t.p,{children:["If you are interested in trying out PlayCanvas to build your games, get in touch, email us at ",(0,n.jsx)(t.a,{href:"mailto:info@playcanvas.com",children:"info@playcanvas.com"})," to join the Beta trial."]}),"\n",(0,n.jsx)(t.h3,{id:"play-the-game",children:(0,n.jsx)(t.a,{href:"https://playcanv.as/p/UAR6UQNM/",children:"Play the game"})}),"\n",(0,n.jsx)(t.p,{children:"Try out D.E.M.O for yourselves. We\u2019ve divided it into multiple 3-player games, you will join the first free game. It should run in any browser that supports WebGL."})]})}function c(e={}){const{wrapper:t}={...(0,o.R)(),...e.components};return t?(0,n.jsx)(t,{...e,children:(0,n.jsx)(d,{...e})}):d(e)}},59698:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/demo-designer-f45494bb669be9aeeecfae32cfda5644.jpg"},73391:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/demo-game-59ac819b64255f2b5c03605100b5e461.jpg"},98134:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/swat_in_tools-e4501e8cefcc25819b45542c4a2ea315.jpg"},28453:(e,t,a)=>{a.d(t,{R:()=>s,x:()=>l});var n=a(96540);const o={},i=n.createContext(o);function s(e){const t=n.useContext(i);return n.useMemo((function(){return"function"==typeof e?e(t):{...t,...e}}),[t,e])}function l(e){let t;return t=e.disableParentContext?"function"==typeof e.components?e.components(o):e.components||o:s(e.components),n.createElement(i.Provider,{value:t},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/116ac02d.64131bfe.js b/assets/js/116ac02d.64131bfe.js new file mode 100644 index 000000000..6604c77ed --- /dev/null +++ b/assets/js/116ac02d.64131bfe.js @@ -0,0 +1 @@ +"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[11745],{25218:(e,a,n)=>{n.r(a),n.d(a,{assets:()=>r,contentTitle:()=>o,default:()=>d,frontMatter:()=>i,metadata:()=>l,toc:()=>h});var t=n(74848),s=n(28453);const i={authors:"christy",slug:"playcanvas-update-040714",title:"PlayCanvas Update 04/07/14"},o=void 0,l={permalink:"/playcanvas-update-040714",editUrl:"https://github.com/playcanvas/blog/tree/main/blog/2014-07-04-playcanvas-update-040714.md",source:"@site/blog/2014-07-04-playcanvas-update-040714.md",title:"PlayCanvas Update 04/07/14",description:"There has been plenty going on at HQ since our last update and it is all making game development on our engine that little bit easier. 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Here\u2019s a run down of engine optimizations, new features\xa0and what happened behind the scenes at\xa0",(0,t.jsx)(a.a,{href:"https://playcanvas.com/",children:"PlayCanvas"}),"\xa0this week."]}),"\n",(0,t.jsxs)(a.p,{children:[(0,t.jsx)(a.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(48301).A+"",children:(0,t.jsx)(a.img,{alt:"Spacetifacts",src:n(44239).A+"",width:"800",height:"459"})}),(0,t.jsx)(a.br,{}),"\n",(0,t.jsx)(a.em,{children:"Team HexPenguin's PlayCanvas game 'Spacetifacts' won the Malmo Game Jam"})]}),"\n",(0,t.jsx)(a.h3,{id:"asset-lists",children:"Asset Lists"}),"\n",(0,t.jsx)(a.p,{children:"We now include Assets lists for each Pack when running your game, allowing you to\xa0load a Pack with all Assets. This means you can make multiple levels, each as a Pack and load them at runtime, reducing the amount of data you have to download upfront."}),"\n",(0,t.jsx)(a.h3,{id:"ranks-and-nominations",children:"Ranks and Nominations"}),"\n",(0,t.jsxs)(a.p,{children:["We have been paid some incredible compliments in the last week or so. In particular Develop Magazine ranked us as the top WebGL game engine in their ",(0,t.jsx)(a.a,{href:"http://content.yudu.com/A2xcc7/Dev100TechList2014/resources/index.htm?referrerUrl=",children:"Develop 100"})," gaming tech list. We have also been nominated for a ",(0,t.jsx)(a.a,{href:"https://mcvuk.com/business-news/publishing/develop-awards-2014-the-finalists-revealed/",children:"Technical Innovation award"}),"\xa0by Develop Magazine as they placed in the same category as products like the Oculus Rift Development Kit 2. 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Check out ",(0,n.jsx)(a.a,{href:"https://playcanv.as/p/thL3phaK/",children:"this"})," great game by PlayCanvas user ",(0,n.jsx)(a.a,{href:"https://playcanvas.com/user/rerofumi",children:"rerofumi"}),"."]}),"\n",(0,n.jsxs)(a.p,{children:[(0,n.jsx)(a.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:t(23933).A+"",children:(0,n.jsx)(a.img,{alt:"Tamaaanya",src:t(57399).A+"",width:"700",height:"404"})}),"\n",(0,n.jsx)("br",{}),(0,n.jsx)(a.em,{children:"One of your five a day: 'Tamaaanya' a cute carrot munching game made by PlayCanvas user rerofumi"})]}),"\n",(0,n.jsxs)(a.p,{children:["Also, PlayCanvas Senior Engineer ",(0,n.jsx)(a.a,{href:"https://blog.playcanvas.com/meet-the-playcanvas-team-maksims-mihejevs/",children:"Max"})," gave his award winning game colorTanks\xa0a facelift too. Give it a try ",(0,n.jsx)(a.a,{href:"https://tanx.io/",children:"here"}),"!"]}),"\n",(0,n.jsx)(a.h3,{id:"stay-in-the-loop",children:"Stay In The Loop"}),"\n",(0,n.jsxs)(a.ul,{children:["\n",(0,n.jsxs)(a.li,{children:["\n",(0,n.jsxs)(a.p,{children:["Follow us on Twitter,\xa0",(0,n.jsx)(a.a,{href:"https://twitter.com/playcanvas",children:"@playcanvas"}),", for updates on PlayCanvas."]}),"\n"]}),"\n",(0,n.jsxs)(a.li,{children:["\n",(0,n.jsxs)(a.p,{children:["Like the\xa0",(0,n.jsx)(a.a,{href:"https://facebook.com/playcanvas",children:"PlayCanvas Facebook"}),"\xa0page for our whimsical views on the game dev scene."]}),"\n"]}),"\n",(0,n.jsxs)(a.li,{children:["\n",(0,n.jsxs)(a.p,{children:["Join and start discussions on the\xa0",(0,n.jsx)(a.a,{href:"https://forum.playcanvas.com/",children:"PlayCanvas Forum"}),"."]}),"\n"]}),"\n"]})]})}function d(e={}){const{wrapper:a}={...(0,s.R)(),...e.components};return a?(0,n.jsx)(a,{...e,children:(0,n.jsx)(h,{...e})}):h(e)}},23933:(e,a,t)=>{t.d(a,{A:()=>n});const n=t.p+"assets/files/Tamaanya-26d36152ce49015e9e3510f6bb796aa0.jpg"},55663:(e,a,t)=>{t.d(a,{A:()=>n});const n=t.p+"assets/files/armbooth-fce2842c7d301e7b1734ba7591ffd795.jpg"},43931:(e,a,t)=>{t.d(a,{A:()=>n});const n=t.p+"assets/files/posteffects2-72d9ae9eeb27a6fab4df333b7f2c8374.png"},13590:(e,a,t)=>{t.d(a,{A:()=>n});const n=t.p+"assets/files/tanks-a4736ed86c9cf27c2b3a8de799ad6b2b.jpg"},57399:(e,a,t)=>{t.d(a,{A:()=>n});const n=t.p+"assets/images/Tamaanya-26d36152ce49015e9e3510f6bb796aa0.jpg"},91853:(e,a,t)=>{t.d(a,{A:()=>n});const n=t.p+"assets/images/armbooth-fce2842c7d301e7b1734ba7591ffd795.jpg"},67933:(e,a,t)=>{t.d(a,{A:()=>n});const n=t.p+"assets/images/posteffects2-72d9ae9eeb27a6fab4df333b7f2c8374.png"},64148:(e,a,t)=>{t.d(a,{A:()=>n});const n=t.p+"assets/images/tanks-a4736ed86c9cf27c2b3a8de799ad6b2b.jpg"},28453:(e,a,t)=>{t.d(a,{R:()=>i,x:()=>c});var n=t(96540);const s={},o=n.createContext(s);function i(e){const a=n.useContext(o);return n.useMemo((function(){return"function"==typeof e?e(a):{...a,...e}}),[a,e])}function c(e){let a;return a=e.disableParentContext?"function"==typeof e.components?e.components(s):e.components||s:i(e.components),n.createElement(o.Provider,{value:a},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/2a019466.44d3f18a.js b/assets/js/2a019466.44d3f18a.js deleted file mode 100644 index d6f81fcb5..000000000 --- a/assets/js/2a019466.44d3f18a.js +++ /dev/null @@ -1 +0,0 @@ -"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[59242],{86287:(e,a,n)=>{n.r(a),n.d(a,{assets:()=>l,contentTitle:()=>r,default:()=>d,frontMatter:()=>o,metadata:()=>i,toc:()=>c});var s=n(74848),t=n(28453);const o={authors:"dave",slug:"playcanvas-game-jam",title:"PlayCanvas Game Jam",tags:["event"]},r=void 0,i={permalink:"/playcanvas-game-jam",editUrl:"https://github.com/playcanvas/blog/tree/main/blog/2013-09-12-playcanvas-game-jam.md",source:"@site/blog/2013-09-12-playcanvas-game-jam.md",title:"PlayCanvas Game Jam",description:"Yesterday, at PlayCanvas we hosted our first physical Game Jam. 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It's early days for ",(0,s.jsx)(a.a,{href:"https://playcanvas.com/project/1322/overview/test",children:"Flying robots of Death"})," and ",(0,s.jsx)(a.a,{href:"https://playcanvas.com/project/1326/overview/blah",children:"Squeaky Wheel"}),", but terrific work for an afternoon of coding and modelling."]}),"\n",(0,s.jsxs)(a.p,{children:[(0,s.jsx)(a.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(32510).A+"",children:(0,s.jsx)(a.img,{alt:"Concentration",src:n(74904).A+"",width:"600",height:"338"})}),"\n",(0,s.jsx)("br",{}),(0,s.jsx)(a.em,{children:"wilbefast concentrating on make robots kill each other"})]}),"\n",(0,s.jsxs)(a.p,{children:["We've got more Game Jams coming up. Will is at ",(0,s.jsx)(a.a,{href:"http://ongamestart.com",children:"onGameStart"})," in Poland next week."]}),"\n",(0,s.jsx)(a.p,{children:"Here's a little vine of Flying robots of Death for those who don't have two GamePads to plug-in and play."}),"\n",(0,s.jsxs)(a.p,{children:['[iframe class="vine-embed" src="',(0,s.jsx)(a.a,{href:"https://vine.co/v/h1FUVHi3mmK/embed/simple",children:"https://vine.co/v/h1FUVHi3mmK/embed/simple"}),'"',' width="600" height="600"]']})]})}function d(e={}){const{wrapper:a}={...(0,t.R)(),...e.components};return a?(0,s.jsx)(a,{...e,children:(0,s.jsx)(h,{...e})}):h(e)}},29607:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/files/audio-8b4ac1c50812e7f091ef041ee115de39.jpg"},32510:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/files/concentration-65dfa9b43bcb541f41b2bc9f71c9e548.jpg"},12712:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/files/group-ac030370cc7244d04e2910e3ed3f1262.jpg"},92222:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/files/roseninja-451c8f588f8d308327fa11efe67adaf9.jpg"},4693:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/images/audio-8b4ac1c50812e7f091ef041ee115de39.jpg"},74904:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/images/concentration-65dfa9b43bcb541f41b2bc9f71c9e548.jpg"},27598:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/images/group-ac030370cc7244d04e2910e3ed3f1262.jpg"},2552:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/images/roseninja-451c8f588f8d308327fa11efe67adaf9.jpg"},28453:(e,a,n)=>{n.d(a,{R:()=>r,x:()=>i});var s=n(96540);const t={},o=s.createContext(t);function r(e){const a=s.useContext(o);return s.useMemo((function(){return"function"==typeof e?e(a):{...a,...e}}),[a,e])}function i(e){let a;return a=e.disableParentContext?"function"==typeof e.components?e.components(t):e.components||t:r(e.components),s.createElement(o.Provider,{value:a},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/2a019466.cbdc1a66.js b/assets/js/2a019466.cbdc1a66.js new file mode 100644 index 000000000..3837c10cf --- /dev/null +++ b/assets/js/2a019466.cbdc1a66.js @@ -0,0 +1 @@ +"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[59242],{86287:(e,a,n)=>{n.r(a),n.d(a,{assets:()=>l,contentTitle:()=>o,default:()=>d,frontMatter:()=>r,metadata:()=>i,toc:()=>c});var s=n(74848),t=n(28453);const r={authors:"dave",slug:"playcanvas-game-jam",title:"PlayCanvas Game Jam",tags:["event"]},o=void 0,i={permalink:"/playcanvas-game-jam",editUrl:"https://github.com/playcanvas/blog/tree/main/blog/2013-09-12-playcanvas-game-jam.md",source:"@site/blog/2013-09-12-playcanvas-game-jam.md",title:"PlayCanvas Game Jam",description:"Yesterday, at PlayCanvas we hosted our first physical Game Jam. 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Will is at ",(0,s.jsx)(a.a,{href:"http://ongamestart.com",children:"onGameStart"})," in Poland next week."]}),"\n",(0,s.jsx)(a.p,{children:"Here's a little vine of Flying robots of Death for those who don't have two GamePads to plug-in and play."}),"\n",(0,s.jsxs)(a.p,{children:['[iframe class="vine-embed" src="',(0,s.jsx)(a.a,{href:"https://vine.co/v/h1FUVHi3mmK/embed/simple",children:"https://vine.co/v/h1FUVHi3mmK/embed/simple"}),'"',' width="600" height="600"]']})]})}function d(e={}){const{wrapper:a}={...(0,t.R)(),...e.components};return a?(0,s.jsx)(a,{...e,children:(0,s.jsx)(h,{...e})}):h(e)}},29607:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/files/audio-8b4ac1c50812e7f091ef041ee115de39.jpg"},32510:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/files/concentration-65dfa9b43bcb541f41b2bc9f71c9e548.jpg"},12712:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/files/group-ac030370cc7244d04e2910e3ed3f1262.jpg"},92222:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/files/roseninja-451c8f588f8d308327fa11efe67adaf9.jpg"},4693:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/images/audio-8b4ac1c50812e7f091ef041ee115de39.jpg"},74904:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/images/concentration-65dfa9b43bcb541f41b2bc9f71c9e548.jpg"},27598:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/images/group-ac030370cc7244d04e2910e3ed3f1262.jpg"},2552:(e,a,n)=>{n.d(a,{A:()=>s});const s=n.p+"assets/images/roseninja-451c8f588f8d308327fa11efe67adaf9.jpg"},28453:(e,a,n)=>{n.d(a,{R:()=>o,x:()=>i});var s=n(96540);const t={},r=s.createContext(t);function o(e){const a=s.useContext(r);return s.useMemo((function(){return"function"==typeof e?e(a):{...a,...e}}),[a,e])}function i(e){let a;return a=e.disableParentContext?"function"==typeof e.components?e.components(t):e.components||t:o(e.components),s.createElement(r.Provider,{value:a},e.children)}}}]); \ No newline at end of file diff --git a/assets/js/2b505dac.0fcedc02.js b/assets/js/2b505dac.0fcedc02.js new file mode 100644 index 000000000..05c36b90f --- /dev/null +++ b/assets/js/2b505dac.0fcedc02.js @@ -0,0 +1 @@ +"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[45483],{5206:(A,t,E)=>{E.r(t),E.d(t,{assets:()=>r,contentTitle:()=>s,default:()=>o,frontMatter:()=>n,metadata:()=>a,toc:()=>I});var e=E(74848),i=E(28453);const n={authors:"dave",slug:"starter-kits",title:"Starter Kits"},s=void 0,a={permalink:"/starter-kits",editUrl:"https://github.com/playcanvas/blog/tree/main/blog/2013-09-05-starter-kits.md",source:"@site/blog/2013-09-05-starter-kits.md",title:"Starter Kits",description:"Get hacking on a game instantly with our Platformer and FPS starter kits.",date:"2013-09-05T00:00:00.000Z",tags:[],readingTime:.57,hasTruncateMarker:!1,authors:[{name:"Dave Evans",title:"CTO",url:"https://twitter.com/daredevildave",imageURL:"https://pbs.twimg.com/profile_images/1271233580430053376/-OHHBJ2Z_400x400.jpg",key:"dave"}],frontMatter:{authors:"dave",slug:"starter-kits",title:"Starter Kits"},unlisted:!1,prevItem:{title:"Making an HTML5 Game: Lunar Lander",permalink:"/making-an-html5-game-lunar-lander"},nextItem:{title:"Introduction to ammo.js",permalink:"/introduction-to-ammo-js"}},r={authorsImageUrls:[void 0]},I=[];function C(A){const t={a:"a",br:"br",em:"em",img:"img",p:"p",strong:"strong",...(0,i.R)(),...A.components};return(0,e.jsxs)(e.Fragment,{children:[(0,e.jsx)(t.p,{children:"Get hacking on a game instantly with our Platformer and FPS starter kits."}),"\n",(0,e.jsx)(t.p,{children:"Today we've launched a new feature to help get you up and running in PlayCanvas super-quick. Instead of starting with the dreaded blank project, now you can instantly get yourself a game to start hacking on."}),"\n",(0,e.jsx)(t.p,{children:"We've got two styles of game to start with."}),"\n",(0,e.jsxs)(t.p,{children:[(0,e.jsx)(t.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:E(27369).A+"",children:(0,e.jsx)(t.img,{alt:"Platform Game Starter Kit",src:E(32559).A+"",width:"600",height:"338"})}),(0,e.jsx)(t.br,{}),"\n",(0,e.jsx)(t.em,{children:"The Platform Game Starter Kit"})]}),"\n",(0,e.jsxs)(t.p,{children:[(0,e.jsx)(t.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:E(8596).A+"",children:(0,e.jsx)(t.img,{alt:"FPS Game Starter kit",src:E(83166).A+"",width:"600",height:"338"})}),(0,e.jsx)(t.br,{}),"\n",(0,e.jsx)(t.em,{children:"The FPS Game Starter Kit"})]}),"\n",(0,e.jsxs)(t.p,{children:["You can select a starter kit via the ",(0,e.jsx)(t.strong,{children:"New Project"})," dialog. This is just the first two we've got up and running, with more improvements to come. 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In 2017, we were proud to launch support for [WebGL 2.0](https://blog.playcanvas.com/mozilla-launches-webgl-2-with-playcanvas/) in partnership with our friends at Mozilla. April 2023 marked the beginning of a new era for web graphics when Google enabled WebGPU by default in Chrome 113. Since then, WebGPU adoption has exploded and today, [Web3D Survey](https://web3dsurvey.com/webgpu) reports that **62.19% of end users can now run WebGPU**. With [Firefox and Safari due to launch their WebGPU support](https://caniuse.com/webgpu) in the not-too-distant future, expect this number to rise dramatically in 2024.\\n\\n## Why WebGPU Matters\\n\\nIf you enable WebGPU for your PlayCanvas project, you may not notice much difference to begin with. In fact, we have put a great deal of effort into ensuring your WebGL projects look identical under WebGPU. But over time, there is are a great deal of opportunities to achieve performance improvements due to WebGPU\'s reduced driver overhead.\\n\\nAnother key feature unique to WebGPU is support for Compute Shaders which allow for general computation on the GPU. Support for Compute Shaders landed in [Engine v1.70.0](https://github.com/playcanvas/engine/releases/tag/v1.70.0). Here you can see Computer Shaders in action simulating 1 million particles on the GPU:\\n\\n
\\n \\n
\\n\\n[Click here](https://playcanvas.github.io/#/compute/particles) to run it for yourself in a WebGPU-enabled browser (i.e. Chrome or Edge).\\n\\nIn short, WebGPU represents the future for PlayCanvas and you can expect some incredible advances in performance and functionality over the coming months.\\n\\n## Getting Started with WebGPU\\n\\nWebGPU support in PlayCanvas is still considered \'Beta\'. There are still some unimplemented features (for example, the run-time lightmapper is still not supported). Therefore, you have to currently \'opt in\' to WebGPU support. To do this, open your Project\'s Settings in the Inspector and expand the `RENDERING` section. Then update `Graphics Devices` to include `WebGPU (beta)`.\\n\\n![Editor with WebGPU Scene](/img/editor-settings-webgpu.png)\\n\\nOnce we are satisfied WebGPU support has matured enough, it will become the default.\\n\\n## Your Feedback is Important\\n\\nSince WebGPU support is new, we rely on the community for feedback. What works and what doesn\'t? Please [submit an issue](https://github.com/playcanvas/editor/issues) if you discover any problems or kick off a new thread on the [forum](https://forum.playcanvas.com/) if you want to discuss WebGPU support in more detail. We want to hear what your opinions! \ud83d\udc42"},{"id":"using-visual-studio-code-with-playcanvas","metadata":{"permalink":"/using-visual-studio-code-with-playcanvas","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2024-04-15-using-visual-studio-code-with-playcanvas.md","source":"@site/blog/2024-04-15-using-visual-studio-code-with-playcanvas.md","title":"Using Visual Studio Code with PlayCanvas","description":"Visual Studio Code is massively popular. In the Stack Overflow 2023 Developer Survey, Visual Studio Code was ranked the most popular developer environment tool among 86,544 respondents, with 73.71% reporting that they use it.","date":"2024-04-15T00:00:00.000Z","tags":[{"label":"javascript","permalink":"/tags/javascript"},{"label":"open-source","permalink":"/tags/open-source"},{"label":"scripting","permalink":"/tags/scripting"},{"label":"workflow","permalink":"/tags/workflow"}],"readingTime":1.31,"hasTruncateMarker":false,"authors":[{"name":"Will Eastcott","title":"CEO","url":"https://twitter.com/willeastcott","imageURL":"https://pbs.twimg.com/profile_images/2635146631/edcd8b6dc4a34625770095941519ca8a_400x400.png","key":"will"}],"frontMatter":{"authors":"will","slug":"using-visual-studio-code-with-playcanvas","title":"Using Visual Studio Code with PlayCanvas","tags":["javascript","open-source","scripting","workflow"]},"unlisted":false,"prevItem":{"title":"Build WebGPU Apps Today with PlayCanvas","permalink":"/build-webgpu-apps-today-with-playcanvas"},"nextItem":{"title":"Massive Upgrade for the PlayCanvas Developer Site","permalink":"/massive-upgrade-for-the-playcanvas-developer-site"}},"content":"[Visual Studio Code](https://code.visualstudio.com/) is massively popular. In the Stack Overflow 2023 Developer Survey, Visual Studio Code was ranked the most popular developer environment tool among 86,544 respondents, with **73.71%** reporting that they use it.\\n\\nAny PlayCanvas developer building directly on top of the Engine will very likely opt to use VS Code. But if you use the PlayCanvas Editor, you will normally rely on the built-in, browser-based Code Editor. Today, we\'re excited to give you another option by launching an open-source **Visual Studio Code Extension for PlayCanvas**.\\n\\n![VS Code Extension](/img/vscode-extension.webp)\\n\\n## Benefits\\n\\nThe PlayCanvas Code Editor is actually built on the [Monaco Editor](https://github.com/microsoft/monaco-editor), the beating heart of VS Code. So why use VS Code instead of the PlayCanvas Code Editor?\\n\\n* [GitHub Copilot](https://github.com/features/copilot) - leverage AI to help you write PlayCanvas code faster.\\n* Powerful IntelliSense tools (code completion, parameter info, quick info, and member lists).\\n* Leverage a huge library of other extensions to accelerate your development.\\n\\n## We \u2764\ufe0f Open Source\\n\\nAs you might expect, we have open sourced the VS Code extension under a liberal MIT license!\\n\\n* [VS Code Extension on GitHub](https://github.com/playcanvas/vscode-extension)\\n\\nSo if you find a bug or have a suggestion, please do [log an issue](https://github.com/playcanvas/vscode-extension/issues). And for the more adventurous, consider making a code contribution!\\n\\nWe want you to feel empowered to make these tools your own. Let\'s make them awesome together! \ud83d\ude4c\\n\\n## Get Started Now\\n\\nIf this all sounds great to you, why not give it a try? Head over to the User Manual for instructions on how to get started:\\n\\n[READ THE DOCS](https://developer.playcanvas.com/user-manual/scripting/vscode-extension/)"},{"id":"massive-upgrade-for-the-playcanvas-developer-site","metadata":{"permalink":"/massive-upgrade-for-the-playcanvas-developer-site","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2024-02-08-massive-upgrade-for-playcanvas-developer-site.md","source":"@site/blog/2024-02-08-massive-upgrade-for-playcanvas-developer-site.md","title":"Massive Upgrade for the PlayCanvas Developer Site","description":"Today, we are excited to announce the brand new PlayCanvas Developer Site and API Reference Manual!","date":"2024-02-08T00:00:00.000Z","tags":[{"label":"documentation","permalink":"/tags/documentation"},{"label":"tutorial","permalink":"/tags/tutorial"},{"label":"open-source","permalink":"/tags/open-source"}],"readingTime":3.42,"hasTruncateMarker":false,"authors":[{"name":"Will Eastcott","title":"CEO","url":"https://twitter.com/willeastcott","imageURL":"https://pbs.twimg.com/profile_images/2635146631/edcd8b6dc4a34625770095941519ca8a_400x400.png","key":"will"}],"frontMatter":{"authors":"will","slug":"massive-upgrade-for-the-playcanvas-developer-site","title":"Massive Upgrade for the PlayCanvas Developer Site","tags":["documentation","tutorial","open-source"]},"unlisted":false,"prevItem":{"title":"Using Visual Studio Code with PlayCanvas","permalink":"/using-visual-studio-code-with-playcanvas"},"nextItem":{"title":"Compressing Gaussian Splats","permalink":"/compressing-gaussian-splats"}},"content":"Today, we are excited to announce the brand new [PlayCanvas Developer Site](https://developer.playcanvas.com/) and [API Reference Manual](https://api.playcanvas.com/)!\\n\\n## Developer Site\\n\\nLet\'s start by taking a look at the new Developer Site, home of the PlayCanvas User Manual and Tutorials.\\n\\n![Developer Site Landing Page](/img/developer-site-landing-page.png)\\n\\n### Migrating from Metalsmith to Docusaurus\\n\\nSince PlayCanvas was born in 2011, the basic look of the Developer Site has changed little. The content was written in Markdown and converted to a static HTML site using a tool called [Metalsmith](https://metalsmith.io/). Customizing the site to our needs meant we had to write many Metalsmith plugins (for localization, navigation and more) and a lot of HTML and CSS to style the pages as we wanted.\\n\\n13 years later, the world of static site generators has moved on with lots of exciting new options! We evaluated [Docusaurus](https://docusaurus.io/) and decided to migrate over to it.\\n\\n### What\'s New\\n\\nSo what made Docusaurus so compelling? First up, the migration was going to be straightforward because, like Metalsmith, Docusaurus consumes Markdown and outputs a static site. And much of the customization we did for Metalsmith is supplied \'out-of-the-box\' with Docusaurus. So that\'s all great. But the new site comes with lots of cool new features we known you\'re going to love:\\n\\n#### \ud83d\udd0d Powerful Search\\n\\nThe site now integrates [Algolia](https://www.algolia.com/) for advanced searching of the documentation.\\n\\n![Developer Site Search](/img/developer-site-search.png)\\n\\nThis is a quantum leap over what came before. Try it (by pressing `CTRL + K`) - you\'ll be amazed. \ud83e\udd2f\\n\\n#### \ud83c\udf12 Light and Dark Modes\\n\\nEasily switch between light and dark themes (by clicking on the sun/moon icon top-right).\\n\\n![Developer Site Light and Dark Modes](/img/developer-site-light-dark.png)\\n\\n#### \ud83c\udf0f Language Selection\\n\\nSwitch language from the nav-bar. At the moment, we\'re shipping with Japanese translations.\\n\\n![Developer Site Localization](/img/developer-site-localization.png)\\n\\n#### \ud83d\udc69\u200d\ud83d\udcbb Edit on GitHub\\n\\nAs you might expect, [the Developer Site is Open Source (MIT)](https://github.com/playcanvas/developer.playcanvas.com). Every page now has a handy link to the content on GitHub. Spot a mistake? Now can you fix it yourself and improve the docs for the community!\\n\\n#### \ud83e\udded Easier Navigation\\n\\nAt the top of each page, you\'ll find \'Sidebar Breadcrumbs\' which allow you to click back up the page hierarchy.\\n\\n![Developer Site Breadcrumbs](/img/developer-site-breadcrumbs.png)\\n\\nTo the right of each page, you\'ll find a table of contents which can be a big help, especially for long pages.\\n\\n![Developer Site Table of Contents](/img/developer-site-toc.png)\\n\\nAnd at the bottom of each page, you\'ll find \'Previous\' and \'Next\' links that allow you to read through the User Manual sequentially.\\n\\n![Developer Site Previous and Next Links](/img/developer-site-previous-next.png)\\n\\n## API Reference\\n\\nWe are not just launching a new Developer Site today. We are also launching our brand new, upgraded [API Reference Manual](https://api.playcanvas.com/)!\\n\\n![API Reference Site](/img/api-reference-site.png)\\n\\n### Migrating from JSDoc to TypeDoc\\n\\nSince the start, we have relied on [JSDoc](https://jsdoc.app/) to generate our API reference manual. But since then, we have seen the introduction of [TypeDoc](https://typedoc.org/) which offers some major advantages over JSDoc.\\n\\n#### \ud83c\udfa8 High Quality Default Theme\\n\\nWhile it\'s not perfect, the default TypeDoc theme is gorgeous and a big improvement over our custom JSDoc theme. It provides:\\n\\n* Light and dark modes (like the main developer site)\\n* Links to the source code on GitHub\\n* Grouping of API into related categories\\n* Powerful search (press `/` to activate it)\\n* ...and much more!\\n\\nIt\'s a great foundation for us to begin with and we can customize the default theme to our requirements as needed.\\n\\n#### \ud83d\udd17 Easy Combining of APIs\\n\\nDid you know that PlayCanvas develops frameworks and libraries other than the PlayCanvas Engine? There\'s [PCUI](https://github.com/playcanvas/pcui), a front-end framework for web-based tools. There\'s the [PlayCanvas Editor API](https://github.com/playcanvas/editor-api) for automating the interface. And more! The new API reference collects all of the PlayCanvas APIs into a single manual.\\n\\n![API Reference Site APIs](/img/api-reference-site-apis.png)\\n\\n## Open Source FTW\\n\\nEverything we are announcing today is 100% open source.\\n\\n* [Developer Site on GitHub](https://github.com/playcanvas/developer.playcanvas.com)\\n* [API Reference Site on GitHub](https://github.com/playcanvas/api-reference)\\n\\nWe want to empower to community to get involved and make PlayCanvas better for everybody. It\'s never been easier to submit your first pull request on GitHub. So why wait - get started today! \u2764\ufe0f"},{"id":"compressing-gaussian-splats","metadata":{"permalink":"/compressing-gaussian-splats","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2023-12-05-compressing-gaussian-splats.md","source":"@site/blog/2023-12-05-compressing-gaussian-splats.md","title":"Compressing Gaussian Splats","description":"Introduction","date":"2023-12-05T00:00:00.000Z","tags":[{"label":"gaussian-splats","permalink":"/tags/gaussian-splats"},{"label":"compression","permalink":"/tags/compression"},{"label":"supersplat","permalink":"/tags/supersplat"}],"readingTime":3.61,"hasTruncateMarker":false,"authors":[{"name":"Donovan Hutchence","title":"Staff Software Engineer","url":"https://twitter.com/slimbuck7","imageURL":"https://pbs.twimg.com/profile_images/1727369755231727616/ukKVbC9b_400x400.png","key":"donovan"}],"frontMatter":{"authors":"donovan","slug":"compressing-gaussian-splats","title":"Compressing Gaussian Splats","tags":["gaussian-splats","compression","supersplat"]},"unlisted":false,"prevItem":{"title":"Massive Upgrade for the PlayCanvas Developer Site","permalink":"/massive-upgrade-for-the-playcanvas-developer-site"},"nextItem":{"title":"Boost Your Efficiency: Editor gets Support for AVIF and WebP","permalink":"/avif-webp-land-in-editor"}},"content":"### Introduction\\n\\n[**3D Gaussian Splatting**](https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/) is a new method for digitizing and rendering real world objects. With gaussian splatting, you can digitize a scene from a few photos using services like [Luma Labs](https://lumalabs.ai/) or [Polycam](https://poly.cam/). These services take the set of photos and generate a 3d Gaussian Splat scene in [PLY format]().\\n\\nFor example, this is a Gaussian Splat scene rendered in PlayCanvas.\\n
\\n \\n\\nThey look strikingly similar, but the file size tells a different story. The AVIF image on the left has a file size of just 276Kb, almost half the size of its JPG counterpart at 508Kb! This level of compression is not just impressive on its own. When you\'re working on a project with multiple textures, switching to AVIF and WebP formats could considerably reduce your overall load time.\\n\\nWhat does this mean for you? Well, that\'s simple: it\'s all about efficiency and speed without sacrificing quality. Textures are one of the biggest assets in a 3D project and AVIF and WebP significantly reduce image sizes compared to traditional JPEGs and PNGs and that means faster load times and happier users. \ud83d\ude4c\\n\\n#### AVIF all the things?\\n\\nOk, so browser support for AVIF is good, but not great according to [caniuse](https://caniuse.com/?search=avif), so always [check support](https://dev.to/nucliweb/detect-avif-image-support-to-use-in-your-css-4pen) and use the right format for your users. Different formats are better suited for different content. It\'s not a one-size-fits-all solution, so we encourage you to explore various options and choose the one best for you.\\n\\n#### Getting Started\\n\\nEasy! Just start uploading your AVIF and WebP files into the Asset Panel, and for those of you wanting to convert your existing assets, you can now right-click on your asset in the Asset Panel and quickly convert your asset into a PNG, JPG, WebP or an AVIF.\\n\\n![Quick Convert](/img/convert-animation.gif)\\n\\nSo there you have it! This is not just a feature release; it\'s our way of saying we\'re listening and we care. We\'re excited to hear your thoughts on these new features. Give them a try and share your experiences with us.\\n\\nTill then, keep creating, keep innovating!"},{"id":"gltf-viewer-adds-webgpu-support","metadata":{"permalink":"/gltf-viewer-adds-webgpu-support","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2023-10-10-gltf-viewer-adds-webgpu-support.md","source":"@site/blog/2023-10-10-gltf-viewer-adds-webgpu-support.md","title":"glTF Viewer 4.0 Adds WebGPU Support","description":"We\'re thrilled to announce the launch of the open source glTF Viewer 4.0, an update that supercharges your 3D model viewing experience with powerful features and support for the latest web technologies!","date":"2023-10-10T00:00:00.000Z","tags":[{"label":"ar","permalink":"/tags/ar"},{"label":"gltf","permalink":"/tags/gltf"},{"label":"viewer","permalink":"/tags/viewer"},{"label":"webgpu","permalink":"/tags/webgpu"},{"label":"webxr","permalink":"/tags/webxr"}],"readingTime":3.64,"hasTruncateMarker":false,"authors":[{"name":"Will Eastcott","title":"CEO","url":"https://twitter.com/willeastcott","imageURL":"https://pbs.twimg.com/profile_images/2635146631/edcd8b6dc4a34625770095941519ca8a_400x400.png","key":"will"}],"frontMatter":{"authors":"will","slug":"gltf-viewer-adds-webgpu-support","title":"glTF Viewer 4.0 Adds WebGPU Support","tags":["ar","gltf","viewer","webgpu","webxr"]},"unlisted":false,"prevItem":{"title":"Boost Your Efficiency: Editor gets Support for AVIF and WebP","permalink":"/avif-webp-land-in-editor"},"nextItem":{"title":"PlayCanvas Adds Sketchfab Integration","permalink":"/playcanvas-adds-sketchfab-itegration"}},"content":"We\'re thrilled to announce the launch of the [open source](https://github.com/playcanvas/model-viewer) **glTF Viewer 4.0**, an update that supercharges your 3D model viewing experience with powerful features and support for the latest web technologies!\\n\\n[![glTF Viewer 4.0](/img/gltf-viewer-4.png)](/img/gltf-viewer-4.png)\\n\\n_[\\"Cyber Samurai\\"](https://skfb.ly/ooZKG) by KhoaMinh is licensed under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)._\\n\\n[**TRY IT NOW**](https://playcanvas.com/viewer?load=https://s3.eu-west-1.amazonaws.com/static.playcanvas.com/models/IridescentDishWithOlives.glb&default&skybox.value=Abandoned%20Tank%20Farm&skybox.background=Projective%20Dome&debug.grid=false&shadowCatcher.enabled=true&default)\\n\\nThis new release is chock-full with enhancements aimed at providing more realistic, insightful, and versatile viewing options for your glTF files. Let\'s dive into the headline features of glTF Viewer 4.0.\\n\\n#### New WebGPU Renderer\\n\\n![WebGPU Logo](/img/webgpu-logo.svg)\\n\\nTopping the list of today\'s updates is support for WebGPU! WebGPU heralds a new era in graphics and compute capabilities, offering enhanced performance and efficiency. Users can now select WebGPU as their default renderer, and don\'t worry if your platform doesn\'t support it yet - the viewer gracefully falls back to WebGL 2, and subsequently WebGL 1, depending on API availability. Note that WebGPU support is considered beta for the moment and you\'ll need to proactively enable it and refresh the viewer to check it out:\\n\\n[![Enable WebGPU for glTF Viewer](/img/gltf-viewer-webgpu-toggle.gif)](/img/gltf-viewer-webgpu-toggle.gif)\\n\\nAlso make sure you\'re running the viewer in a browser that supports WebGPU. At time of writing, this means Google Chrome!\\n\\n#### Enhanced WebXR AR Mode\\n\\n
\\n \\n
\\n\\nTake your 3D models into the real world with our revamped WebXR Augmented Reality (AR) mode! Available currently on Android devices, this enhanced AR mode lets you view any model in your actual environment, complete with intuitive new controls that allow you to accurately position and rotate objects in the real world. Let\'s hope Apple decides to roll out WebXR support on iOS soon! \ud83d\ude4f\\n\\n#### Frame Selected Node\\n\\n
\\n \\n
\\n\\nNavigating large scenes can be a pain - Viewer 4.0 addresses this by allowing you to select a node in the scene via the hierarchy panel on the left. You can then press \'F\' on the keyboard to frame that node and recenter the orbit camera on that node\'s position.\\n\\n#### Better Immersion with Projective Sky Dome\\n\\n
\\n \\n
\\n\\n_[\\"130\\"](https://skfb.ly/6R9Ow) by mononofu is licensed under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)._\\n\\nExperience realistic photographic skies with our new projective sky dome! While previous versions allowed for skyboxex with an infinite projection, 4.0 introduces a dome-shaped skybox projection that incorporates a flat ground plane. This warps the skybox texture to have a more believable appearance, delivering a more authentic and immersive perspective, melding your 3D models with strikingly realistic backdrops.\\n\\n#### Debug and Inspect with Render Mode\\n\\n[![glTF Viewer Render Mode](/img/gltf-viewer-render-mode.gif)](/img/gltf-viewer-render-mode.gif)\\n\\nEnsuring that developers can seamlessly troubleshoot and inspect glTF files, the new render mode allows you to select and display individual inputs/outputs of the render pipeline, including albedo, emissive, normals, gloss, AO, and more. This new level of insight is invaluable for debugging, making it even easier to work with your glTF data.\\n\\n#### Enhanced Realism with VSM Shadows\\n\\nThe addition of Variance Shadow Mapping (VSM) casts your 3D scenes in a new light, literally! Shadows aren\'t merely aesthetic; they provide context and depth, especially in AR mode, assisting to ground your object naturally within its real-world environment. Explore scenes with a newfound depth and realism that draws viewers into the experience, both in standard and AR viewing modes. Find the new shadow controls in the Light Settings panel:\\n\\n[![glTF Viewer Light Settings](/img/gltf-viewer-light-settings.png)](/img/gltf-viewer-light-settings.png)\\n\\n### Join Our Open Source Community\\n\\nWe\'re not just excited to share these innovations with you; we\'re eager to hear your thoughts and welcome your contributions! If there\'s a feature you\'re longing for, please don\'t hesitate to [submit your requests](https://github.com/playcanvas/model-viewer/issues).\\n\\nBetter yet, become an active contributor to our codebase! Our open-source community thrives on collaboration and fresh perspectives. So, dive right in, [explore the code](https://github.com/playcanvas/model-viewer), and let\'s shape the future of 3D model viewing together! Your expertise and insights could help shape the next release.\\n\\n[**GO TO GITHUB NOW**](https://github.com/playcanvas/model-viewer)\\n\\n### Conclusion\\n\\nWith glTF Viewer 4.0, we\'re redefining the standards of 3D model viewing. From WebGPU-powered rendering to WebXR-powered AR, this update is designed to inspire, assist, and elevate your work with glTF data.\\n\\nSo stay creative, friends, and we\'ll see you on the [forums](https://forum.playcanvas.com/)! \ud83d\udc4b"},{"id":"playcanvas-adds-sketchfab-itegration","metadata":{"permalink":"/playcanvas-adds-sketchfab-itegration","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2023-06-26-playcanvas-adds-sketchfab-itegration.md","source":"@site/blog/2023-06-26-playcanvas-adds-sketchfab-itegration.md","title":"PlayCanvas Adds Sketchfab Integration","description":"Today, we\'re excited to announce the integration of Sketchfab into the PlayCanvas Editor!","date":"2023-06-26T00:00:00.000Z","tags":[{"label":"asset-store","permalink":"/tags/asset-store"},{"label":"editor","permalink":"/tags/editor"},{"label":"sketchfab","permalink":"/tags/sketchfab"},{"label":"workflow","permalink":"/tags/workflow"}],"readingTime":2.15,"hasTruncateMarker":false,"authors":[{"name":"Will Eastcott","title":"CEO","url":"https://twitter.com/willeastcott","imageURL":"https://pbs.twimg.com/profile_images/2635146631/edcd8b6dc4a34625770095941519ca8a_400x400.png","key":"will"}],"frontMatter":{"authors":"will","slug":"playcanvas-adds-sketchfab-itegration","title":"PlayCanvas Adds Sketchfab Integration","tags":["asset-store","editor","sketchfab","workflow"]},"unlisted":false,"prevItem":{"title":"glTF Viewer 4.0 Adds WebGPU Support","permalink":"/gltf-viewer-adds-webgpu-support"},"nextItem":{"title":"Moving from WordPress to Jekyll - A Case Study","permalink":"/moving-from-wordpress-to-jekyll-a-case-study"}},"content":"Today, we\'re excited to announce the integration of Sketchfab into the PlayCanvas Editor!\\n\\n
\\n \\n
\\n\\n_[\\"Spartan Armour\\"](https://skfb.ly/6QVvM) by McCarthy3D is licensed under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)._\\n\\nWith today\'s launch you\'ll have instant access to Sketchfab\'s enormous library of high quality 3D content right inside the Editor.\\n\\n### What Is Sketchfab?\\n\\n[Sketchfab](https://sketchfab.com/) is a platform that allows users to publish, share and discover 3D content on the web. You can think of it as a sort of \\"YouTube for 3D models\\". The platform hosts millions of 3D models in various formats, including glTF, OBJ, STL, and more.\\n\\nUsers can upload their 3D models to Sketchfab and embed them in other websites much like one would embed a YouTube video. This has made it popular for showcasing 3D models for a wide range of uses including game assets, 3D scans, architectural models, and educational content.\\n\\n### Accessing Sketchfab from the Asset Store\\n\\nEarlier this month, we [announced](https://blog.playcanvas.com/announcing-the-new-playcanvas-asset-store/) the brand new PlayCanvas Asset Store. The Asset Store is an in-Editor panel of useful assets that you can use in your projects. With a few clicks, you can browse, discover and import various types of content. So it is the obvious place to incorporate the vast Sketchfab content library.\\n\\nTo access the Sketchfab library, simply hit the Asset Store button on the Asset Panel header and select the SKETCHFAB filter on the left.\\n\\n[![Open Sketchfab](/img/asset-store-sketchfab-open.gif)](/img/asset-store-sketchfab-open.gif)\\n\\n### Authorizing PlayCanvas to Access Sketchfab\\n\\nIf you want to import models from Sketchfab into PlayCanvas, you first need to create a Sketchfab account. Then, the first time you try to import a Sketchfab model in the Asset Store, you will be asked to authorize PlayCanvas to access your Sketchfab account.\\n\\n[![Authorize Sketchfab](/img/asset-store-sketchfab-authorize.gif)](/img/asset-store-sketchfab-authorize.gif)\\n\\nIt\'s so quick and easy!\\n\\n### New License and Author Info for Assets\\n\\nSketchfab assets are all tagged with a license and an author. When you import Sketchfab content into your PlayCanvas projects, it\'s important that we preserve this information. Now, when you click on any imported asset, you\'ll see we\'ve added links to license and author information in the Inspector panel.\\n\\n[![Sketchfab Licenses](/img/asset-store-sketchfab-license.gif)](/img/asset-store-sketchfab-license.gif)\\n\\nThis ensures that the author\'s licensing wishes are respected and that they recieve credit for their work.\\n\\n### Go Forth and Create\\n\\nWith today\'s release, it\'s never been easier to create interactive 3D experiences for the web. We hope you love the new Sketchfab integration. But, as always, we _love_ to hear your opinions so head over to the [forum](https://forum.playcanvas.com/t/playcanvas-integrates-sketchfab/31885) and join the conversation. Happy creating! \ud83d\udea7\ud83d\udc77"},{"id":"moving-from-wordpress-to-jekyll-a-case-study","metadata":{"permalink":"/moving-from-wordpress-to-jekyll-a-case-study","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2023-06-07-moving-from-wordpress-to-jekyll-a-case-study.md","source":"@site/blog/2023-06-07-moving-from-wordpress-to-jekyll-a-case-study.md","title":"Moving from WordPress to Jekyll - A Case Study","description":"Welcome to the new PlayCanvas blog! \ud83d\ude0e","date":"2023-06-07T00:00:00.000Z","tags":[{"label":"jekyll","permalink":"/tags/jekyll"},{"label":"wordpress","permalink":"/tags/wordpress"},{"label":"github","permalink":"/tags/github"}],"readingTime":6.73,"hasTruncateMarker":false,"authors":[{"name":"Will Eastcott","title":"CEO","url":"https://twitter.com/willeastcott","imageURL":"https://pbs.twimg.com/profile_images/2635146631/edcd8b6dc4a34625770095941519ca8a_400x400.png","key":"will"}],"frontMatter":{"authors":"will","slug":"moving-from-wordpress-to-jekyll-a-case-study","title":"Moving from WordPress to Jekyll - A Case Study","tags":["jekyll","wordpress","github"]},"unlisted":false,"prevItem":{"title":"PlayCanvas Adds Sketchfab Integration","permalink":"/playcanvas-adds-sketchfab-itegration"},"nextItem":{"title":"Announcing the New PlayCanvas Asset Store","permalink":"/announcing-the-new-playcanvas-asset-store"}},"content":"Welcome to the new PlayCanvas blog! \ud83d\ude0e\\n\\n![PlayCanvas To Jekyll](/img/playcanvas-to-jekyll.png)\\n\\nWe have made the decision to move from WordPress to [Jekyll](https://jekyllrb.com/) and although it\'s early days, so far, we are very pleased with the results. Therefore, we thought it might be useful to explain the reasons why we did this and describe the process we followed.\\n\\n### Some History\\n\\nWe originally started our blog back in February 2012 with a very [low-key post](https://blog.playcanvas.com/hello-world/). We installed our own instance of WordPress and that functioned fine for a few years. However, in 2015, we decided that we didn\'t want to deal with managing a WordPress instance ourselves and so we signed up for [WPEngine](https://wpengine.com/), a WordPress hosting service. And there we stayed until today.\\n\\n### A Better Way?\\n\\nOver the years, some frustrations over WordPress did start to materialize. Customizing styling was tricky, bulk editing posts was not an option, managing media through the media library was quite inconvenient, and so on. On top of that, our blog was continuing to grow in popularity and WPEngine costs were rising. A team member suggested Jekyll as an alternative so we ran some tests to see what would be involved in a migration.\\n\\n### Migrating from WordPress to Jekyll\\n\\nFirst up, I should say that you should make use of ChatGPT when you attempt something like this. It made it a smooth and pleasant experience for me. But so you can see how straightforward it was, here are the key steps:\\n\\n1. **Export Your WordPress Content.** On your WordPress Dashboard, navigate to Tools > Export and select \'All Content\'. Click \'Download Export File\'. You should receive an XML file that contains all of your site\u2019s content.\\n2. **Convert WordPress Export to Jekyll Format.** To convert your WordPress export file to a Jekyll-friendly format, you can use a tool called `exitwp`. Here are the steps:\\n\\n - Clone or download `exitwp` from its [GitHub repository](https://github.com/thomasf/exitwp).\\n - Put your WordPress XML file in the `wordpress-xml` directory in the `exitwp` directory.\\n - Run `exitwp` (requires Python and some libraries, see the repo\'s `README` for details).\\n - This will generate a `_posts` directory containing all your blog posts converted into markdown format that Jekyll understands.\\n\\n3. **Setting Up Jekyll.**\\n\\n - Install Ruby and Jekyll. For installation guide refer to [Jekyll\'s official site](https://jekyllrb.com/docs/installation/).\\n - Create a new Jekyll site by typing `jekyll new my-awesome-site` in the command line.\\n - Replace the `_posts` directory in your new Jekyll site with the `_posts` directory that `exitwp` generated.\\n - You can run your site locally to see how it looks by using the command `bundle exec jekyll serve`.\\n - Then, open your browser to http://localhost:4000.\\n\\nOnce I had our blog post content successfully exported to a basic Jekyll site, I checked everything in to a new [GitHub repository](https://github.com/playcanvas/blog). From this point, I wanted any change I made to the content to be tracked via Git version control - I mean, why wouldn\'t you?\\n\\nThe initial migration to Markdown worked OK but it wasn\'t perfect. There was a lot of superfluous whitespace in the generated Markdown and syntax was broken in places. So I took the opportunity to do a wholesale spring clean of the Markdown content.\\n\\n#### Prettier\\n\\n[Prettier](https://prettier.io/) is a great code formatter but you may not know that it also has built-in support for Markdown formatting. I installed Prettier via NPM and ran it over all Markdown files:\\n\\n```shell\\nprettier --write _posts\\n```\\n\\nAll formatting was now beautifully consistent.\\n\\n#### Linkinator\\n\\n[Linkinator](https://github.com/JustinBeckwith/linkinator) is a tool for reporting broken hyperlinks in both Markdown and HTML. I scanned the locally generated Jekyll site with it using the following command:\\n\\n```shell\\nlinkinator . --server-root _site --recurse --verbosity error\\n```\\n\\nI fixed well over 100 dead links. The older the post, the more dead links there tended to be (as you might expect). While I was always able to use Linkinator on the published WordPress site, it was never convenient to skip from post to post and edit hyperlinks in the WordPress UI (we have over 220 posts). So I never made the time for it. Now I was able to quickly search and replace links in Visual Studio Code and it was a breeze.\\n\\nAside from giving your readers a better experience, here\'s what ChatGPT has to say about dead links:\\n\\n> While Google\'s algorithms are complex and multifaceted, it is generally understood that having too many broken or dead links on your site can negatively affect your website\'s SEO ranking, albeit indirectly.\\n\\nSo this step was definitely worth doing!\\n\\n#### Media Library\\n\\nEvery WordPress blog has a Media Library that contains all of the images and videos referenced by your posts. The PlayCanvas Media Library had over 1GB of content. However, I noticed that a large amount of content was not actually referenced by any post. I wanted to ensure that I exported only the _used_ media (since I didn\'t want to bloat the GitHub repository).\\n\\n- **Step 1:** Install WordPress plugin [Media Cleaner](https://wordpress.org/plugins/media-cleaner/) and use it to delete unused media files.\\n- **Step 2:** Install WordPress plugin [Export Media Library](https://wordpress.org/plugins/export-media-library/) to download all remaining media files in a ZIP.\\n\\nThis process cut the Media Library from 1GB to about 550MB. I simply extracted the ZIP contents to `assets/media` (relative to the root folder of my Jekyll site) and then did a search and replace of all media embed links to use the new file location. Easy!\\n\\n### Hosting on GitHub Pages\\n\\nI now had a fully exported and functional Jekyll blog. But where to host it? One option was to throw the static site onto a file server and put it behind a CDN. But wait, the file-set of the Jekyll blog now sits in GitHub, so why not use [GitHub Pages](https://pages.github.com/) to host the site? There are some great benefits:\\n\\n- Deployment is a breeze to set up.\\n- It\'s a managed platform so you just don\'t need to worry about maintenance and security as you would with your own infra.\\n- And, oh yeah, **it\'s free!**\\n\\n### The Pros and Cons\\n\\nSo now that we\'re migrated over, let\'s quickly summarize the key benefits:\\n\\n- **Free:** Costs for our blog are now a pleasing $0.\\n- **Secure:** We have eliminated a potential attack vector. No more password reset confirmation emails!\\n- **Powerful Tooling:** There\'s a vast array of free and open source tools to lint and format Markdown.\\n- **Easy Editing:** Choose any editor you like such as the awesome Visual Studio Code.\\n- **Versioned:** All content is now under version control providing revision history, diffing and so on.\\n- **Collaborative:** We can take contributions to the blog via GitHub\'s pull request mechanism.\\n- **Customizable:** We have fine-grain control over the HTML and styling of posts using Jekyll themes.\\n- **Platform Agnostic:** Markdown makes it trivial to migrate to any other platform in the future.\\n\\nOK, but what about the cons? \ud83e\udd14 I have to tell you - I genuinely can\'t think of any! Sure, we don\'t have comments enabled now but as I understand it, Disqus has a [Jekyll integration](https://help.disqus.com/en/articles/1935528-jekyll-installation-instructions) that we can turn on at some point. Seriously, feel free to ping me on [Twitter](https://twitter.com/willeastcott/) if you think I\'m missing something here. But I wish we had taken this step years ago.\\n\\n### Open Source and Open to Contributions\\n\\nAs mentioned, the blog is now on [GitHub](https://github.com/playcanvas/blog). Take a moment to go check out the repository and hit that Star button if you like what we\'ve done here. \u2b50 We\'ve taken the step to open source the blog\'s content under an [Attribution-NonCommercial 4.0 International](https://github.com/playcanvas/blog/blob/main/LICENSE.md) license. This is part of our continuing drive to open source most of what we do.\\n\\nUltimately, we want **you** to get involved and help us make the blog better and better over time. Consider submitting issues and pull requests yourself.\\n\\n- Submit spelling and grammar fixes.\\n- Submit design tweaks and improvements.\\n- Submit your own posts showcasing your PlayCanvas projects.\\n\\nIt\'s your blog! \ud83d\ude0a\\n\\nThat\'s all from me. Looking forward to many-a-future blogs posts on this new platform. \ud83d\udc4b"},{"id":"announcing-the-new-playcanvas-asset-store","metadata":{"permalink":"/announcing-the-new-playcanvas-asset-store","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2023-04-26-announcing-the-new-playcanvas-asset-store.md","source":"@site/blog/2023-04-26-announcing-the-new-playcanvas-asset-store.md","title":"Announcing the New PlayCanvas Asset Store","description":"The PlayCanvas Asset Store is the first place that users tend to go to find content for their projects. This is especially true for new users who want to get started as quickly as possible. Up until now, the Store has not been particularly easy to use and the content has not changed in quite a long time. In short, a complete overhaul and refresh has been long overdue. So today, we are incredibly excited to announce a major upgrade for the PlayCanvas Asset Store!","date":"2023-04-26T00:00:00.000Z","tags":[{"label":"asset-store","permalink":"/tags/asset-store"},{"label":"editor","permalink":"/tags/editor"},{"label":"news","permalink":"/tags/news"},{"label":"workflow","permalink":"/tags/workflow"}],"readingTime":3.425,"hasTruncateMarker":false,"authors":[{"name":"Will Eastcott","title":"CEO","url":"https://twitter.com/willeastcott","imageURL":"https://pbs.twimg.com/profile_images/2635146631/edcd8b6dc4a34625770095941519ca8a_400x400.png","key":"will"}],"frontMatter":{"authors":"will","slug":"announcing-the-new-playcanvas-asset-store","title":"Announcing the New PlayCanvas Asset Store","tags":["asset-store","editor","news","workflow"]},"unlisted":false,"prevItem":{"title":"Moving from WordPress to Jekyll - A Case Study","permalink":"/moving-from-wordpress-to-jekyll-a-case-study"},"nextItem":{"title":"Initial WebGPU support lands in PlayCanvas Engine 1.62!","permalink":"/initial-webgpu-support-lands-in-playcanvas-engine-1-62"}},"content":"The PlayCanvas Asset Store is the first place that users tend to go to find content for their projects. This is especially true for new users who want to get started as quickly as possible. Up until now, the Store has not been particularly easy to use and the content has not changed in quite a long time. In short, a complete overhaul and refresh has been long overdue. So today, we are incredibly excited to announce a major upgrade for the PlayCanvas Asset Store!\\n\\nFirst up, check out a little example of building a city scene using content taken from the Asset Store. A skybox, a pack of 3D city block meshes and a camera control script are imported and the city is built via drag and drop. And _not one single line of code is needed_!\\n\\n
\\n \\n
\\n\\nNow, let\'s examine some of the key highlights that make the new Asset Store so special.\\n\\n### Built Right In To The Editor\\n\\nIt should be possible to grab assets quickly, right from within the Editor itself. Why should you have to open a new tab and go hunting around the web? So to keep things as convenient as possible, the ASSET STORE button (in the Editor\'s Assets Panel) now opens a nicely designed, responsive Asset Store panel.\\n\\n[![Asset Store Panel](/img/asset-store-open.gif)](/img/asset-store-open.gif)\\n\\nOne really cool benefit of selecting assets from within the Editor is that the currently selected Asset folder is known. This means you have compete control over where your imported assets will be saved.\\n\\n### Preview Store Assets Before Import\\n\\nSometimes, an asset thumbnail just isn\'t sufficient to tell if a particular asset is what you want.\\n\\n[![Asset Store Viewer](/img/asset-store-viewer.gif)](/img/asset-store-viewer.gif)\\n\\nOur new Store allows you to select a Store Item and preview it in an appropriate viewer (glTF Viewer for 3D models, Texture Viewer for textures and cubemaps).\\n\\n### Find What You Want Quickly\\n\\nAs the number of store items continues to grow, it\'s going to be incredibly important for you to be able to narrow down your assets searches. As a result, the new Store comes with powerful searching, sorting and filtering capabilities.\\n\\n[![Asset Store Search](/img/asset-store-search.gif)](/img/asset-store-search.gif)\\n\\nYou can filter by asset type, search asset names and descriptions and then order search results on a host of criteria.\\n\\n### Fresh New Content\\n\\nRecently, the Asset Store content was, let\'s just say, beginning to show its age. We are now in a world of HDR skyboxes, PBR materials and high polygon meshes. So it made sense to erase old store items and refresh the Store with better, more modern content. We have selected a broad variety of Creative Commons assets from fantastic content sources such as [kenney.nl](https://kenney.nl/), [HDRi Haven](https://hdri-haven.com/), [Sketchfab](https://sketchfab.com/) and Khronos\' [glTF Sample Models](https://github.com/KhronosGroup/glTF-Sample-Models).\\n\\n[![Asset Store Content](/img/asset-store-content.gif)](/img/asset-store-content.gif)\\n\\nIf you would have any suggestions for content you would like to be added to the Store, please do let us know!\\n\\n### The Future\\n\\nThere\'s still so much we want to do with the new Asset Store! But here are some things we have in mind:\\n\\n1. **More Content.** The important thing to say about today\'s update is that it delivers the core infrastructure on which we can iterate. It is now exceptionally easy for us to populate the store with more content. So, in the near term, you can expect to see the range of content expand quite rapidly.\\n\\n2. **Third Party Stores.** Now that we have a solid foundation in place for the Store, we have the ability to host third party stores within the same UI and maximize your choice.\\n\\n3. **More Asset Types.** Today\'s launch offers models, fonts, textures, skyboxes and scripts. Next, we want to add audio assets and template assets (AKA prefabs). Template assets in particular are very exciting because you would be able to import fully interactive, visual entities into your projects (such as a drivable vehicle or a controllable character).\\n\\nWhat would _you_ like to see us add to the Asset Store next? Let us know on the [forum](https://forum.playcanvas.com/).\\n\\nHappy creating, friends!"},{"id":"initial-webgpu-support-lands-in-playcanvas-engine-1-62","metadata":{"permalink":"/initial-webgpu-support-lands-in-playcanvas-engine-1-62","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2023-03-31-initial-webgpu-support-lands-in-playcanvas-engine-1-62.md","source":"@site/blog/2023-03-31-initial-webgpu-support-lands-in-playcanvas-engine-1-62.md","title":"Initial WebGPU support lands in PlayCanvas Engine 1.62!","description":"WebGPU is a cutting-edge technology that promises to revolutionize the way 3D graphics are handled on the web. As the successor to WebGL, WebGPU provides faster and more efficient rendering capabilities for complex 3D graphics and simulations.","date":"2023-03-31T00:00:00.000Z","tags":[{"label":"webgpu","permalink":"/tags/webgpu"}],"readingTime":3.095,"hasTruncateMarker":false,"authors":[{"name":"Martin Valigursky","title":"Software Engineer","url":"https://twitter.com/ValigurskyM","imageURL":"https://pbs.twimg.com/profile_images/1262848991982690305/gUUoHdk1_400x400.jpg","key":"martin"}],"frontMatter":{"authors":"martin","slug":"initial-webgpu-support-lands-in-playcanvas-engine-1-62","title":"Initial WebGPU support lands in PlayCanvas Engine 1.62!","tags":["webgpu"]},"unlisted":false,"prevItem":{"title":"Announcing the New PlayCanvas Asset Store","permalink":"/announcing-the-new-playcanvas-asset-store"},"nextItem":{"title":"WebXR AR Made Easy with PlayCanvas","permalink":"/webxr-ar-made-easy-with-playcanvas"}},"content":"WebGPU is a cutting-edge technology that promises to revolutionize the way 3D graphics are handled on the web. As the successor to WebGL, WebGPU provides faster and more efficient rendering capabilities for complex 3D graphics and simulations.\\n\\nPlayCanvas has been at the forefront of this new technology and has been working on adding WebGPU support to its platform.\\n\\nWith WebGPU, we can expect to see more immersive and interactive 3D experiences on the web in the future.\\n\\n[![WebGPU Area Lights](/img/webgpu-area-lights-demo.jpg)](/img/webgpu-area-lights-demo.jpg) \\n[_PlayCanvas WebGPU Clustered Area Lights Demo_](https://playcanvas.com/demos/arealights/)\\n\\n## Refactoring of WebGL engine\\n\\nBefore adding support for WebGPU, it\'s important to discuss the significant amount of refactoring work that was required on our existing WebGL engine. Implementing deeper architectural changes while preserving backwards compatibility required a significant amount of meticulous care.\\n\\n- To enable support for WebGPU, we needed to establish a clear separation of graphics technology that could be shared between WebGL and WebGPU. This involved a significant refactoring effort to extract WebGL-specific code into a separate set of classes.\\n\\n- PlayCanvas utilizes a collection of shader chunks to produce GLSL shaders that implement advanced material properties and lighting modes, as well as custom shader chunks defined by users. However, since WebGPU employs the WGSL language, we used glslang and tint WASM modules to dynamically convert these shaders on-the-fly with injecting support for uniform buffers and other modifications.\\n\\n- The PlayCanvas engine lacked explicit render passes, making the rendering process more rigid and harder to extend. This was solved by implementing a FrameGraph that allowed us to describe the rendering process as a set of render passes, their dependencies, and associated targets, which created a more flexible and performant rendering architecture.\\n\\n- Unlike WebGL, which sets render state and shaders using a custom API, WebGPU specifies all those through render pipelines. To support both rendering APIs with optimal performance, we needed to refactor the render states into standalone objects that are efficient to compare and set up.\\n\\n- To support the WebGPU platform, we need to undergo a significant refactoring to organize uniforms into uniform buffers.\\n\\n- To facilitate the asynchronous creation of WebGPU device, we have introduced a new async API to create a graphics device, which is the primary breaking change required to adopt WebGPU.\\n\\n## What is left to do\\n\\n- Our primary objective is to align the WebGPU implementation with that of WebGL, and while we have made significant progress towards this goal, there are still some features that are missing. Furthermore, several smaller details require cleanup and rectification.\\n\\n- We need to incorporate it into the Editor environment for both launched and published applications. Currently, only WebGL is available in this environment.\\n\\n- Our primary objective is to achieve full parity with WebGL, but initially, we are focusing on basic implementations of some concepts to deliver a working implementation, which will need to be extended to meet our performance objectives.\\n\\n- WebGPU provides developers with access to Compute Shaders, which enables more efficient parallel processing of data on the GPU. This feature can significantly improve the performance of complex algorithms and simulations, which may have been impractical to run on the CPU. With access to Compute Shaders, we can bring new visual features to the next level, such as advanced particle systems, post-processing and global illumination techniques.\\n\\n## Engine examples\\n\\nAs an early pre-release of WebGPU, we have updated several engine examples to use it, which can be accessed on [https://playcanvas.github.io](https://playcanvas.github.io/). To use WebGPU, the Chrome Canary browser is required, with the \'chrome://flags/#enable-unsafe-webgpu\' flag enabled.\\n\\n[![Examples Browser WebGPU](/img/playcanvas-examples-browser-webgpu.jpg)](/img/playcanvas-examples-browser-webgpu.jpg)\\n\\n[PlayCanvas Examples Browser](https://playcanvas.github.io/)\\n\\nLet us know what you think in the [forums](https://forum.playcanvas.com/t/engine-release-v1-62/30360)!\\n\\n### Attributions\\n\\n[Oldsmobile Cutlass Supreme Sedan \'71](https://sketchfab.com/3d-models/oldsmobile-cutlass-supreme-sedan-71-78f76d386a4341b0b71745bdc50fd5ab) by Barbo is licensed under [Creative Commons Attribution](https://creativecommons.org/licenses/by/4.0/)"},{"id":"webxr-ar-made-easy-with-playcanvas","metadata":{"permalink":"/webxr-ar-made-easy-with-playcanvas","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2023-03-16-webxr-ar-made-easy-with-playcanvas.md","source":"@site/blog/2023-03-16-webxr-ar-made-easy-with-playcanvas.md","title":"WebXR AR Made Easy with PlayCanvas","description":"We are excited to announce the launch of our WebXR AR Starter Kit, available in the New Project dialog today!","date":"2023-03-16T00:00:00.000Z","tags":[{"label":"ar","permalink":"/tags/ar"},{"label":"webxr","permalink":"/tags/webxr"}],"readingTime":0.8,"hasTruncateMarker":false,"authors":[{"name":"Steven Yau","title":"Partner Relations Manager","url":"https://twitter.com/yaustar","imageURL":"https://pbs.twimg.com/profile_images/1675831859756908545/E60-0cNq_400x400.jpg","key":"steven"}],"frontMatter":{"authors":"steven","slug":"webxr-ar-made-easy-with-playcanvas","title":"WebXR AR Made Easy with PlayCanvas","tags":["ar","webxr"]},"unlisted":false,"prevItem":{"title":"Initial WebGPU support lands in PlayCanvas Engine 1.62!","permalink":"/initial-webgpu-support-lands-in-playcanvas-engine-1-62"},"nextItem":{"title":"Draco Mesh Compression Arrives in the PlayCanvas Editor","permalink":"/draco-mesh-compression-arrives-in-the-playcanvas-editor"}},"content":"We are excited to announce the launch of our WebXR AR Starter Kit, available in the New Project dialog today!\\n\\n[![New Project WebXR](/img/webar-xr-starterkit-project-dialog.jpg)](/img/webar-xr-starterkit-project-dialog.jpg)\\n\\n[WebXR](https://immersiveweb.dev/) is a technology that powers immersive and interactive AR and VR experiences to be accessed through supported web browsers. This allows us to build memorable, engaging content and share them with just a URL. No installs needed!\\n\\nThe starter kit comes with all you need to kickstart your AR experience for WebXR including:\\n\\n- Real world light estimation\\n- AR shadow renderer\\n- AR object resizing and positioning controls\\n- Physics raycasting\\n- And more!\\n\\nLook how quickly you can create AR experiences below!\\n\\n
\\n \\n
\\n\\n[Pacman Arcade + animation](https://sketchfab.com/3d-models/pacman-arcade-animation-0b43f85af5384ea4bac5d6e2d3cbd008) by Daniel Br\xfcck is licensed under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)\\n\\n[Try it on your device](https://playcanv.as/p/inoDeWOQ/)\\n\\nGive the Starter Kit a try today at [playcanvas.com](https://playcanvas.com) where you can use it for free!"},{"id":"draco-mesh-compression-arrives-in-the-playcanvas-editor","metadata":{"permalink":"/draco-mesh-compression-arrives-in-the-playcanvas-editor","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2023-02-28-draco-mesh-compression-arrives-in-the-playcanvas-editor.md","source":"@site/blog/2023-02-28-draco-mesh-compression-arrives-in-the-playcanvas-editor.md","title":"Draco Mesh Compression Arrives in the PlayCanvas Editor","description":"We are thrilled to announce the immediate availability of Draco Mesh Compression in the PlayCanvas Editor! Our latest feature allows developers to compress meshes using Google\'s Draco technology, reducing file sizes and enhancing the end-user experience.","date":"2023-02-28T00:00:00.000Z","tags":[{"label":"compression","permalink":"/tags/compression"},{"label":"editor","permalink":"/tags/editor"},{"label":"gltf","permalink":"/tags/gltf"},{"label":"performance","permalink":"/tags/performance"}],"readingTime":1.64,"hasTruncateMarker":false,"authors":[{"name":"Will Eastcott","title":"CEO","url":"https://twitter.com/willeastcott","imageURL":"https://pbs.twimg.com/profile_images/2635146631/edcd8b6dc4a34625770095941519ca8a_400x400.png","key":"will"}],"frontMatter":{"authors":"will","slug":"draco-mesh-compression-arrives-in-the-playcanvas-editor","title":"Draco Mesh Compression Arrives in the PlayCanvas Editor","tags":["compression","editor","gltf","performance"]},"unlisted":false,"prevItem":{"title":"WebXR AR Made Easy with PlayCanvas","permalink":"/webxr-ar-made-easy-with-playcanvas"},"nextItem":{"title":"How to make your HTML5 Games Awesome!","permalink":"/how-to-make-your-html5-games-awesome"}},"content":"We are thrilled to announce the immediate availability of Draco Mesh Compression in the PlayCanvas Editor! Our latest feature allows developers to compress meshes using Google\'s Draco technology, reducing file sizes and enhancing the end-user experience.\\n\\nAt its core, [Draco Mesh Compression](https://google.github.io/draco/) reduces the amount of data needed to represent 3D graphics without compromising visual quality. The technology achieves this by applying a lossy compression algorithm to the mesh data. With less data to transfer, the result is faster load times and lower bandwidth costs for your applications.\\n\\nThe open source [PlayCanvas Engine](https://github.com/playcanvas/engine) has been able to load Draco-compressed glTF 2.0 files for quite some time now. But now you can generate these Draco-compressed glTF files in the Editor at import time. Check out how easy it is to use:\\n\\n
\\n \\n
\\n\\n_[\\"1972 Datsun 240k GT\\"](https://skfb.ly/6VtZu) by Karol Miklas is licensed under [Creative Commons Attribution-ShareAlike](https://creativecommons.org/licenses/by-sa/4.0/)._\\n\\nIn the example above, a **49.9MB** GLB file is crunched down to only **3.67MB**. That\'s a **92.6% reduction is file size**! And for the majority of scenes, you should notice _no difference in terms of visual quality_. The only cost is decompression time when the compressed GLB is downloaded by an end user, but this should be significantly less than what is saved in terms of download time.\\n\\nTo enable the feature, open your Project Settings in the Inspector, expand the Asset Tasks panel and edit the Mesh Compression setting. Then, simply Re-Import any existing FBX or GLB and compression will be applied. Any FBX or GLB subsequently imported will also respect your mesh compression setting. Read more on the [Developer Site](https://developer.playcanvas.com/user-manual/assets/import-pipeline/#mesh-compression).\\n\\nWe believe that mesh compression is going to take many types of applications to the next level, particularly e-commerce applications like product configurators, which need to load detailed meshes as fast as possible.\\n\\nGet started with PlayCanvas today and make your WebGL dreams a reality!"},{"id":"how-to-make-your-html5-games-awesome","metadata":{"permalink":"/how-to-make-your-html5-games-awesome","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2023-02-07-how-to-make-your-html5-games-awesome.md","source":"@site/blog/2023-02-07-how-to-make-your-html5-games-awesome.md","title":"How to make your HTML5 Games Awesome!","description":"How To Make Your HTML5 Games Awesome","date":"2023-02-07T00:00:00.000Z","tags":[{"label":"gamedev","permalink":"/tags/gamedev"},{"label":"html5","permalink":"/tags/html-5"},{"label":"webgl","permalink":"/tags/webgl"}],"readingTime":11.625,"hasTruncateMarker":false,"authors":[{"name":"Paulo Oliveira","title":"Associate Partner Support Engineer","url":"https://www.linkedin.com/in/paulo-oliveira-ninitoph/","key":"paulo"}],"frontMatter":{"authors":"paulo","slug":"how-to-make-your-html5-games-awesome","title":"How to make your HTML5 Games Awesome!","tags":["gamedev","html5","webgl"]},"unlisted":false,"prevItem":{"title":"Draco Mesh Compression Arrives in the PlayCanvas Editor","permalink":"/draco-mesh-compression-arrives-in-the-playcanvas-editor"},"nextItem":{"title":"PlayCanvas now supports Microsoft volumetric video playback","permalink":"/playcanvas-now-supports-microsoft-volumetric-video-playback"}},"content":"import ReactPlayer from \'react-player\'\\n\\n![How To Make Your HTML5 Games Awesome](/img/Space-Rocks-thumbnail.jpeg)\\n\\nThe quality of a video game is often determined by how polished it is. It\'s the attention to detail and the finishing touches that can make a good game great. In this article, we\'ll take a look at the importance of polish in game development and how it can significantly enhance the overall experience.\\n\\nWe\'ll use [Space Rocks!](https://playcanvas.com/project/1029772/overview/space-rocks), a simple Asteroids game created with the PlayCanvas game engine to showcase how even the smallest details can make a big impact.\\n\\n> [Game juice](https://www.youtube.com/watch?v=Fy0aCDmgnxg) is a design term to refer to the small visual and audio effects that are added to a game to make it feel more satisfying to play. This can include things like screen shakes, particle effects, and sound effects that are triggered when the player takes certain actions. Game juice is all about enhancing the overall feel of a game and making it more immersive and enjoyable.\\n\\nParticularly, we\'ll explore how game polish can be achieved through **game juice**.\\n\\n\\n\\n[Play it here!](https://playcanvas.com/project/1014332/overview/space-rocks)\\n\\n## How it started\\n\\n\\n\\nThis was our starting point before we added game juice. While the game is fully functional and plays well, it lacks the visual and audio effects that would make it truly engaging. As a result, it feels a bit dull and uninteresting.\\n\\nHowever, with the right attention to detail and some careful implementation of game juice, we can transform this basic Asteroids game into something much more exciting and satisfying to play.\\n\\n## What can we improve?\\n\\nTo think about what should have game juice, I always try to narrow down the most common interaction or core mechanic of the game. In our case, that would probably be:\\n\\n- Shooting\\n- Destroying asteroids\\n- Colliding with asteroids\\n\\nWith those three key pieces in mind, let\'s start thinking about how we can improve them.\\n\\n## For shooting\\n\\nIt\'s not very interesting right now:\\n\\n![Basic Shooting](/img/Space-Rocks-image9.gif)\\n\\nIf we want to change that, there\'s a few key things we can do. We can increase the fire rate through a script that allows us to easily control by decreasing the fire cooldown.\\n\\n```javascript\\nGun.attributes.add(\'cooldown\', {\\n type: \'number\',\\n default: 0.25,\\n title: \'Cooldown\',\\n description: \'How long the gun has to wait between firing each bullet\'\\n});\\n\\nGun.prototype.update = function (dt) {\\n this._cooldownTimer -= dt;\\n\\n if (this.app.mouse.isPressed(pc.MOUSEBUTTON_LEFT) && this.canFire()) {\\n this.fireBullet();\\n }\\n};\\n```\\n\\nIn fact, while we\'re at it, let\'s make shooting a bit more unpredictable. Let\'s add some spread to our shots!\\n\\n```javascript\\nGun.attributes.add(\'spread\', {\\n type: \'number\',\\n default: 10,\\n title: \'Bullet Spread\',\\n description: \'Up to how many degrees each bullet should vary in Y rotation.\'\\n});\\n\\nGun.prototype.applySpreadOn = function (bullet) {\\n var rotation = this.entity.getEulerAngles();\\n rotation.y += getRandomDeviation(this.spread);\\n bullet.setEulerAngles(rotation);\\n};\\n```\\n\\nA simple but impactful change! Here\'s how it looks with values I put in for some fun:\\n\\n![Shooting Spread Effect](/img/Space-Rocks-image7.gif)\\n\\nI highly encourage you to play with these values to see what\'s fun for you!\\n\\nIt\'s getting better, but still not there. Let\'s think about more visual aspects now. What more can we do to make it more visually appealing?\\n\\nPlayCanvas has a nice feature that allows you to have tons of lights in your scene with very little performance impact! It\'s called \u2728 Clustered Lighting \u2728.\\n\\n

Clustered area lights are happening at @playcanvas ! pic.twitter.com/LTwlhbcg8y

— Martin Valigursky (@ValigurskyM) November 11, 2021
- + diff --git a/avif-webp-land-in-editor/index.html b/avif-webp-land-in-editor/index.html index 68b3c0499..21d884483 100644 --- a/avif-webp-land-in-editor/index.html +++ b/avif-webp-land-in-editor/index.html @@ -5,7 +5,7 @@ Boost Your Efficiency: Editor gets Support for AVIF and WebP | PlayCanvas Blog - + diff --git a/basis-texture-compression-arrives-in-playcanvas/index.html b/basis-texture-compression-arrives-in-playcanvas/index.html index f443cc76d..56b83d40b 100644 --- a/basis-texture-compression-arrives-in-playcanvas/index.html +++ b/basis-texture-compression-arrives-in-playcanvas/index.html @@ -5,7 +5,7 @@ Basis Texture Compression arrives in PlayCanvas | PlayCanvas Blog - + diff --git a/better-asset-management/index.html b/better-asset-management/index.html index e0c183db0..e07eb4ae9 100644 --- a/better-asset-management/index.html +++ b/better-asset-management/index.html @@ -5,7 +5,7 @@ Better Asset Management | PlayCanvas Blog - + diff --git a/build-a-game-for-a-loved-one-this-month/index.html b/build-a-game-for-a-loved-one-this-month/index.html index 9674eefaa..03fcdaa23 100644 --- a/build-a-game-for-a-loved-one-this-month/index.html +++ b/build-a-game-for-a-loved-one-this-month/index.html @@ -5,7 +5,7 @@ Build a game for a loved one this month. | PlayCanvas Blog - + diff --git a/build-facebook-playable-ads-with-playcanvas/index.html b/build-facebook-playable-ads-with-playcanvas/index.html index 2fe5510c6..5b9bcd6e1 100644 --- a/build-facebook-playable-ads-with-playcanvas/index.html +++ b/build-facebook-playable-ads-with-playcanvas/index.html @@ -5,7 +5,7 @@ Build Facebook Playable Ads with PlayCanvas! | PlayCanvas Blog - + diff --git a/build-webgpu-apps-today-with-playcanvas/index.html b/build-webgpu-apps-today-with-playcanvas/index.html index c60b4e21a..5f11043cc 100644 --- a/build-webgpu-apps-today-with-playcanvas/index.html +++ b/build-webgpu-apps-today-with-playcanvas/index.html @@ -5,7 +5,7 @@ Build WebGPU Apps Today with PlayCanvas | PlayCanvas Blog - + diff --git a/changes-for-18th-november/index.html b/changes-for-18th-november/index.html index 57d6625ac..3f32bb663 100644 --- a/changes-for-18th-november/index.html +++ b/changes-for-18th-november/index.html @@ -5,7 +5,7 @@ Changes for 18th November | PlayCanvas Blog - + diff --git a/changes-for-25th-november/index.html b/changes-for-25th-november/index.html index b52d4057b..0c5df80f4 100644 --- a/changes-for-25th-november/index.html +++ b/changes-for-25th-november/index.html @@ -5,7 +5,7 @@ Changes for 25th November | PlayCanvas Blog - + diff --git a/changes-to-our-editor-and-engine-releases/index.html b/changes-to-our-editor-and-engine-releases/index.html index 84dd67660..b3ce62f16 100644 --- a/changes-to-our-editor-and-engine-releases/index.html +++ b/changes-to-our-editor-and-engine-releases/index.html @@ -5,7 +5,7 @@ Changes to our Editor and Engine Releases | PlayCanvas Blog - + diff --git a/clustered-lighting-open-beta-have-hundreds-of-dynamic-lights-in-your-scene/index.html b/clustered-lighting-open-beta-have-hundreds-of-dynamic-lights-in-your-scene/index.html index 87a1e816f..45fc640ec 100644 --- a/clustered-lighting-open-beta-have-hundreds-of-dynamic-lights-in-your-scene/index.html +++ b/clustered-lighting-open-beta-have-hundreds-of-dynamic-lights-in-your-scene/index.html @@ -5,7 +5,7 @@ Clustered Lighting Open Beta - Have hundreds of dynamic lights in your scene! | PlayCanvas Blog - + diff --git a/compressing-gaussian-splats/index.html b/compressing-gaussian-splats/index.html index b161f4a63..300fbcd47 100644 --- a/compressing-gaussian-splats/index.html +++ b/compressing-gaussian-splats/index.html @@ -5,7 +5,7 @@ Compressing Gaussian Splats | PlayCanvas Blog - + diff --git a/copy-and-paste-assets-between-projects/index.html b/copy-and-paste-assets-between-projects/index.html index 7f4d01987..02478e64f 100644 --- a/copy-and-paste-assets-between-projects/index.html +++ b/copy-and-paste-assets-between-projects/index.html @@ -5,7 +5,7 @@ Copy and Paste Assets between Projects | PlayCanvas Blog - + diff --git a/developer-playcanvas-com-is-open-source/index.html b/developer-playcanvas-com-is-open-source/index.html index 8ae1de1eb..a343d4bb6 100644 --- a/developer-playcanvas-com-is-open-source/index.html +++ b/developer-playcanvas-com-is-open-source/index.html @@ -5,7 +5,7 @@ developer.playcanvas.com is open source | PlayCanvas Blog - + diff --git a/developer-spotlight-rustam-zinurov/index.html b/developer-spotlight-rustam-zinurov/index.html index 96f22faa9..84db63e86 100644 --- a/developer-spotlight-rustam-zinurov/index.html +++ b/developer-spotlight-rustam-zinurov/index.html @@ -5,7 +5,7 @@ Developer Spotlight: Rustam Zinurov | PlayCanvas Blog - + diff --git a/development-update-major-improvements-ahoy/index.html b/development-update-major-improvements-ahoy/index.html index c4c156163..590712184 100644 --- a/development-update-major-improvements-ahoy/index.html +++ b/development-update-major-improvements-ahoy/index.html @@ -5,7 +5,7 @@ Development Update: Major Improvements Ahoy! | PlayCanvas Blog - + diff --git a/development-update-tags-new-script-attributes/index.html b/development-update-tags-new-script-attributes/index.html index e13275cc4..ca80df4a6 100644 --- a/development-update-tags-new-script-attributes/index.html +++ b/development-update-tags-new-script-attributes/index.html @@ -5,7 +5,7 @@ Development Update: Tags, New Script Attributes | PlayCanvas Blog - + diff --git a/disney-selects-playcanvas-for-hour-of-code/index.html b/disney-selects-playcanvas-for-hour-of-code/index.html index 3d8495527..e227cfc1c 100644 --- a/disney-selects-playcanvas-for-hour-of-code/index.html +++ b/disney-selects-playcanvas-for-hour-of-code/index.html @@ -5,7 +5,7 @@ Disney Selects PlayCanvas for Hour of Code | PlayCanvas Blog - + diff --git a/dooh-and-playcanvas-debut-giant-space-invaders-at-cannes-lions/index.html b/dooh-and-playcanvas-debut-giant-space-invaders-at-cannes-lions/index.html index f5359aa63..9576b42d8 100644 --- a/dooh-and-playcanvas-debut-giant-space-invaders-at-cannes-lions/index.html +++ b/dooh-and-playcanvas-debut-giant-space-invaders-at-cannes-lions/index.html @@ -5,24 +5,24 @@ DOOH and PlayCanvas debut Giant Space Invaders at Cannes Lions | PlayCanvas Blog - +

DOOH and PlayCanvas debut Giant Space Invaders at Cannes Lions

· 2 min read

Cannes Lions is the world's biggest annual awards show and festival for professionals in the creative communications industry.

-

Giant Space Invaders -
Passers-by playing the world's biggest space invaders on their smartphones

+

Giant Space Invaders
+Passers-by playing the world's biggest space invaders on their smartphones

Dominating the sea-front is the Grand Cannes, a vast 18 meter wide LED screen that sits atop the Grand Hotel. DOOH, a world leader in Digital Out Of Home experiences, wanted to create a gaming experience people could play on that screen to wow the world of advertising.

"At DOOH, we're constantly devising new and refreshing ways to engage consumers as they go about their lives." said Andrew Newman, CEO of DOOH. "Gaming has a key role in that. So at Cannes Lions, we're enabling passers by to play the world's largest game of Space Invaders. And since everybody has a smartphone, everybody can play. Just visit a web link to load up the DOOHpad, our virtual controller. To build DOOH Invaders, we needed a partner who understands the intersection of gaming and advertising. The natural choice was PlayCanvas and they've built something truly special."

-

DOOH Invaders -
DOOH Invaders: Running on the 20m wide Grand Cannes

-

DOOH Pad -
The DOOHPad that runs on your smartphone

+

DOOH Invaders
+DOOH Invaders: Running on the 20m wide Grand Cannes

+

DOOH Pad
+The DOOHPad that runs on your smartphone

"We're absolutely delighted to have worked with DOOH on this campaign." says Will Eastcott, PlayCanvas' CEO. "DOOH are the masters of high profile, head-turning marketing campaigns and this one marks a new high. PlayCanvas technology enables super-accessible, frictionless gaming experiences that are delivered over the web and can be played by all. No need to visit an app store. Just instant fun. PlayCanvas opens the door to a whole new world of interactive possibilities for advertisers."

DOOH Invaders is playable throughout the Cannes Lions festival. So if you're in the area, swing by the Grand Hotel and see if you can beat the latest high score and impress everybody on the beach!

-

PlayCanvas on Hotel -
PlayCanvas rules from on high!

+

PlayCanvas on Hotel
+PlayCanvas rules from on high!

\ No newline at end of file diff --git a/draco-mesh-compression-arrives-in-the-playcanvas-editor/index.html b/draco-mesh-compression-arrives-in-the-playcanvas-editor/index.html index 64fece2b9..1a932b608 100644 --- a/draco-mesh-compression-arrives-in-the-playcanvas-editor/index.html +++ b/draco-mesh-compression-arrives-in-the-playcanvas-editor/index.html @@ -5,7 +5,7 @@ Draco Mesh Compression Arrives in the PlayCanvas Editor | PlayCanvas Blog - + diff --git a/dungeon-fury-3d-browser-gaming-arrives-on-mobile/index.html b/dungeon-fury-3d-browser-gaming-arrives-on-mobile/index.html index a9f5a6c90..b0b8ab421 100644 --- a/dungeon-fury-3d-browser-gaming-arrives-on-mobile/index.html +++ b/dungeon-fury-3d-browser-gaming-arrives-on-mobile/index.html @@ -5,44 +5,34 @@ Dungeon Fury: 3D Browser Gaming Arrives on Mobile | PlayCanvas Blog - + -

Dungeon Fury: 3D Browser Gaming Arrives on Mobile

· 2 min read

Dungeon Fury -
Play Dungeon Fury in mobile and desktop browsers now

+

Dungeon Fury: 3D Browser Gaming Arrives on Mobile

· 2 min read

Dungeon Fury
+Play Dungeon Fury in mobile and desktop browsers now

Something incredibly exciting is happening in the mobile browser space right now. WebGL is rapidly being integrated into browsers and all of a sudden, game developers have the technologies they need to deliver high quality 3D video games without having to deploy a native app. To show what is possible today, PlayCanvas has developed the game 'Dungeon Fury', a light-hearted fantasy game that pushes your reflexes to the limit. Dungeon Fury represents the world's first 3D HTML5 browser game that is built specifically for mobile (although it works great in desktop browsers too!). And if all this wasn't cool enough, the whole game was written using only a web browser, made possible with the PlayCanvas game engine!

PLAY DUNGEON FURY NOW!

PlayCanvas on mobile is built upon bleeding edge technologies and as such, the game is pushing mobile browsers very hard indeed. Consequently there are some known issues and things to look out for. Supported mobile browsers are as follows:

    -
  • -

    Firefox for Android

    +
  • Firefox for Android
    • The game works in the Release Channel build but performance is far higher in the Nightly Channel.
  • -
  • -

    Chrome for Android

    +
  • Chrome for Android
      -
    • -

      WebGL needs to be enabled by toggling 'Enable WebGL' in chrome://flags.

      -
    • -
    • -

      Game audio is fairly unreliable and when it does play, it lags the gameplay quite significantly. Google are hard at work, implementing Web Audio for Chrome M27, so this is a temporary problem.

      -
    • +
    • WebGL needs to be enabled by toggling 'Enable WebGL' in chrome://flags.
    • +
    • Game audio is fairly unreliable and when it does play, it lags the gameplay quite significantly. Google are hard at work, implementing Web Audio for Chrome M27, so this is a temporary problem.
  • -
  • -

    Opera Mobile for Android

    +
  • Opera Mobile for Android
    • Works but performance is far behind Firefox and Chrome.
  • -
  • -

    BlackBerry 10 browser

    -
  • -
  • -

    Firefox OS

    +
  • BlackBerry 10 browser
  • +
  • Firefox OS
    • If you don't have a test device, check out Mozilla's Firefox OS Simulator that is delivered as a Firefox add-on.
    diff --git a/easy-cardboard-vr-in-webgl/index.html b/easy-cardboard-vr-in-webgl/index.html index c07a5f735..6781b8c23 100644 --- a/easy-cardboard-vr-in-webgl/index.html +++ b/easy-cardboard-vr-in-webgl/index.html @@ -5,7 +5,7 @@ Easy Cardboard VR in WebGL | PlayCanvas Blog - + diff --git a/editor-api-beta-release/index.html b/editor-api-beta-release/index.html index 219c3973e..f40e5b0ca 100644 --- a/editor-api-beta-release/index.html +++ b/editor-api-beta-release/index.html @@ -5,7 +5,7 @@ Editor API Beta Release | PlayCanvas Blog - + diff --git a/engine-update-streamlining-components-and-scripts/index.html b/engine-update-streamlining-components-and-scripts/index.html index 7f61ac271..421805524 100644 --- a/engine-update-streamlining-components-and-scripts/index.html +++ b/engine-update-streamlining-components-and-scripts/index.html @@ -5,7 +5,7 @@ Engine Update: Streamlining Components and Scripts | PlayCanvas Blog - + diff --git a/enhanced-asset-api/index.html b/enhanced-asset-api/index.html index 6297f12a0..9d5537390 100644 --- a/enhanced-asset-api/index.html +++ b/enhanced-asset-api/index.html @@ -5,7 +5,7 @@ Enhanced Asset API | PlayCanvas Blog - + diff --git a/enti-brings-you-videogame-day-in-mallorca/index.html b/enti-brings-you-videogame-day-in-mallorca/index.html index cd5df1105..588291606 100644 --- a/enti-brings-you-videogame-day-in-mallorca/index.html +++ b/enti-brings-you-videogame-day-in-mallorca/index.html @@ -5,7 +5,7 @@ ENTI Brings you VideoGame Day in Mallorca | PlayCanvas Blog - + diff --git a/faster-load-times-with-gltfs-glb-format/index.html b/faster-load-times-with-gltfs-glb-format/index.html index 73ada61f3..7c258cfd7 100644 --- a/faster-load-times-with-gltfs-glb-format/index.html +++ b/faster-load-times-with-gltfs-glb-format/index.html @@ -5,7 +5,7 @@ Faster Load Times with glTF's GLB Format! | PlayCanvas Blog - + diff --git a/feature-update-import-pipeline-improvements/index.html b/feature-update-import-pipeline-improvements/index.html index 1d1ca5616..a6895bffc 100644 --- a/feature-update-import-pipeline-improvements/index.html +++ b/feature-update-import-pipeline-improvements/index.html @@ -5,7 +5,7 @@ Feature Update: Import Pipeline Improvements | PlayCanvas Blog - + diff --git a/feature-update-real-time-asset-support/index.html b/feature-update-real-time-asset-support/index.html index ebe3d3452..22456af93 100644 --- a/feature-update-real-time-asset-support/index.html +++ b/feature-update-real-time-asset-support/index.html @@ -5,7 +5,7 @@ Feature update: Real-time asset support | PlayCanvas Blog - + diff --git a/featured-games-featured-projects-and-activity-stream/index.html b/featured-games-featured-projects-and-activity-stream/index.html index f628ded6e..3a36686aa 100644 --- a/featured-games-featured-projects-and-activity-stream/index.html +++ b/featured-games-featured-projects-and-activity-stream/index.html @@ -5,13 +5,13 @@ Featured games, featured projects and activity stream | PlayCanvas Blog - +

    Featured games, featured projects and activity stream

    · One min read

    The all new front-page shows an overview of all PlayCanvas activity.

    -

    Cloud Gate (The Bean) -
    New shiny thing

    +

    Cloud Gate (The Bean)
    +New shiny thing

    Today we're launching the new front-page for PlayCanvas users. When you log in and visit playcanvas.com you'll now get a nice overview of activity across the whole PlayCanvas community.

    Feature Games and Projects

    We're highlighting the more interesting public projects and games so that you can get inspiration from what other people are building. If you want to get your project in the featured section make sure it's got nice image uploaded for the project, and let us know about it via the forums or twitter.

    diff --git a/find-your-dream-job-the-tech-factor/index.html b/find-your-dream-job-the-tech-factor/index.html index b5861cab8..a1bb321ef 100644 --- a/find-your-dream-job-the-tech-factor/index.html +++ b/find-your-dream-job-the-tech-factor/index.html @@ -5,7 +5,7 @@ Find Your Dream Job @ The Tech Factor | PlayCanvas Blog - + diff --git a/friday-assets-mega-update/index.html b/friday-assets-mega-update/index.html index 18bd055d5..17503be30 100644 --- a/friday-assets-mega-update/index.html +++ b/friday-assets-mega-update/index.html @@ -5,14 +5,14 @@ Friday Assets Mega-update | PlayCanvas Blog - +

    Friday Assets Mega-update

    · 3 min read

    Drag and Drop, uploading and thumbnails, no longer a pain in the asset.

    This week has been the week of the Asset at PlayCanvas. We taken a long hard look at how we add and use Assets and we've buffed and polished the process, taking off the ragged edges so that your workflow is now super smooth. Plus our big new feature, the PlayCanvas Asset Library. Find out more below

    -

    Use pre-made 3D models in your game -
    Use pre-made 3D models in your game

    +

    Use pre-made 3D models in your game
    +Use pre-made 3D models in your game

    Uploading to the Designer

    You can now drag and drop files from your desktop straight into the Designer. This means you never need to leave the Designer tab. Even better, if you drag an 3D model file (like an FBX) into the 3D view, your model will be uploaded, converted and a new Entity with model component all set up will be created for you. So it's super easy to get models into your Pack.

    Asset Explorer Polish

    @@ -20,8 +20,8 @@

    Asset

    Drag and Drop Everywhere

    You can now drag Assets from the Asset Explorer and drop them into many different places. The first is simple, if you drop a model asset into the 3D view, you'll get a new Model Entity. But also you can drag Assets and drop them into Asset pickers in any of the components that accept assets. This applies to models, animations, audio, etc, but also when you are editing Materials, you can just drop the textures into the slots. Speaking of textures...

    Texture Thumbnails

    -

    Texture assets now have thumbnails -
    Texture assets now have thumbnails

    +

    Texture assets now have thumbnails
    +Texture assets now have thumbnails

    We've started working on thumbnails for all Assets, but as a quick starter, textures now display with the proper thumbnail. No more guessing which one is the normal map when you're setting up your materials. Thumbnails for more Asset will be done soon.

    Asset Library

    diff --git a/game-development-trends-talk/index.html b/game-development-trends-talk/index.html index 464784d81..efc4b3d0e 100644 --- a/game-development-trends-talk/index.html +++ b/game-development-trends-talk/index.html @@ -5,7 +5,7 @@ Game Development Trends Talk | PlayCanvas Blog - + diff --git a/getting-started-with-webvr/index.html b/getting-started-with-webvr/index.html index de69e7f3d..9d314380e 100644 --- a/getting-started-with-webvr/index.html +++ b/getting-started-with-webvr/index.html @@ -5,7 +5,7 @@ Getting started with WebVR | PlayCanvas Blog - + diff --git a/gltf-import-arrives-in-the-playcanvas-editor/index.html b/gltf-import-arrives-in-the-playcanvas-editor/index.html index b37bbc9bb..6ab6a2a97 100644 --- a/gltf-import-arrives-in-the-playcanvas-editor/index.html +++ b/gltf-import-arrives-in-the-playcanvas-editor/index.html @@ -5,7 +5,7 @@ glTF 2.0 Import Arrives in the PlayCanvas Editor | PlayCanvas Blog - + diff --git a/gltf-viewer-adds-webgpu-support/index.html b/gltf-viewer-adds-webgpu-support/index.html index 69882b71c..329e4d68d 100644 --- a/gltf-viewer-adds-webgpu-support/index.html +++ b/gltf-viewer-adds-webgpu-support/index.html @@ -5,7 +5,7 @@ glTF Viewer 4.0 Adds WebGPU Support | PlayCanvas Blog - + diff --git a/gltf-viewer-arrives-on-mobile-with-ar-support/index.html b/gltf-viewer-arrives-on-mobile-with-ar-support/index.html index 773d51a29..a329d6655 100644 --- a/gltf-viewer-arrives-on-mobile-with-ar-support/index.html +++ b/gltf-viewer-arrives-on-mobile-with-ar-support/index.html @@ -5,7 +5,7 @@ glTF Viewer Arrives on Mobile with AR Support | PlayCanvas Blog - + diff --git a/goo-create-to-migrate-userbase-to-playcanvas/index.html b/goo-create-to-migrate-userbase-to-playcanvas/index.html index 51d4c8721..04b08757a 100644 --- a/goo-create-to-migrate-userbase-to-playcanvas/index.html +++ b/goo-create-to-migrate-userbase-to-playcanvas/index.html @@ -5,7 +5,7 @@ Goo Create to Migrate Userbase to PlayCanvas | PlayCanvas Blog - + diff --git a/great-british-summer-game-jam/index.html b/great-british-summer-game-jam/index.html index ba5369db7..8b5512d6d 100644 --- a/great-british-summer-game-jam/index.html +++ b/great-british-summer-game-jam/index.html @@ -5,7 +5,7 @@ Great British Summer Game Jam | PlayCanvas Blog - + @@ -17,8 +17,8 @@

    PlayCanva

    Several of the 10-or-so teams used PlayCanvas to create their game but it was Team "Godlike" who really shone out.

    Team Godlike

    Made up of a group of seasoned game jam veterans, Team Godlike were nothing if not ambitious. Their game Sunshi*e was a Katamari Damacy inspired design, which saw the player evolve from tiny bee, to majestic swift (sadly they didn't get as far as the concorde they had in their initial plans), as your perspective grows the British Isles are revealed. All to an "English Country Garden" soundtrack.

    -

    Sunshine -
    Play Sunshi*e or check out the project

    +

    Sunshine
    +Play Sunshi*e or check out the project

    It's a great achievement for a weekend, and a glowing testament of how powerful PlayCanvas is, to for a team and collaborate to build a game in such a short space of time.

    Team Godlike's efforts were rewarded as they came away with 2nd place, and have won themselves a great selection of prizes, though sadly not this most excellent trophy. Better luck next time team!

    Trophy

    diff --git a/hello-world/index.html b/hello-world/index.html index ccdaa314b..469bca605 100644 --- a/hello-world/index.html +++ b/hello-world/index.html @@ -5,7 +5,7 @@ Hello World | PlayCanvas Blog - + diff --git a/how-to-make-a-video-game-in-48-hours/index.html b/how-to-make-a-video-game-in-48-hours/index.html index 1a2e44dc2..b5c89280a 100644 --- a/how-to-make-a-video-game-in-48-hours/index.html +++ b/how-to-make-a-video-game-in-48-hours/index.html @@ -5,7 +5,7 @@ How to Make a Video Game in 48 Hours | PlayCanvas Blog - + diff --git a/how-to-make-your-html5-games-awesome/index.html b/how-to-make-your-html5-games-awesome/index.html index 8327f4607..65df608fa 100644 --- a/how-to-make-your-html5-games-awesome/index.html +++ b/how-to-make-your-html5-games-awesome/index.html @@ -5,7 +5,7 @@ How to make your HTML5 Games Awesome! | PlayCanvas Blog - + diff --git a/html5-apis-for-game-developers/index.html b/html5-apis-for-game-developers/index.html index 0d328fc2f..6e2649c53 100644 --- a/html5-apis-for-game-developers/index.html +++ b/html5-apis-for-game-developers/index.html @@ -5,7 +5,7 @@ HTML5 APIs for game developers | PlayCanvas Blog - + diff --git a/html5-game-development-community-meet-up/index.html b/html5-game-development-community-meet-up/index.html index 680647b0f..91b6bdc15 100644 --- a/html5-game-development-community-meet-up/index.html +++ b/html5-game-development-community-meet-up/index.html @@ -5,7 +5,7 @@ HTML5 Game Development Community Meet Up | PlayCanvas Blog - + diff --git a/humble-game-making-bundle/index.html b/humble-game-making-bundle/index.html index 1e5df38a9..383c49a80 100644 --- a/humble-game-making-bundle/index.html +++ b/humble-game-making-bundle/index.html @@ -5,7 +5,7 @@ Humble Game Making Bundle | PlayCanvas Blog - + diff --git a/idealondon-welcomes-playcanvas/index.html b/idealondon-welcomes-playcanvas/index.html index 35dc1091c..1438b4889 100644 --- a/idealondon-welcomes-playcanvas/index.html +++ b/idealondon-welcomes-playcanvas/index.html @@ -5,24 +5,24 @@ IDEALondon Welcomes PlayCanvas | PlayCanvas Blog - +

    IDEALondon Welcomes PlayCanvas

    · 2 min read

    Last Summer, PlayCanvas participated in the world's premier startup accelerator Techstars. Unlike most other accelerators, Techstars continues to host participating companies several months after the programme finishes. So when we left for our recent US tour, we also moved out of Warner Yard, Techstars' base of operations in London.

    And now that we're back from our travels, we've found a new home: IDEALondon. Check out our new digs:

    -

    IDEALondon -
    PlayCanvas' London Office

    +

    IDEALondon
    +PlayCanvas' London Office

    So what's IDEALondon? It's an innovation centre located in the heart of Tech City, London's red hot answer to California's Silicon Valley. The building itself is owned and operated by UCL, one of the world's finest universities. Joining them are DC Thomson and Cisco Systems, two great companies with a track record of working with dynamic startup businesses.

    We are delighted that IDEALondon have selected PlayCanvas to join their family and we look forward to working with them to take PlayCanvas to the next level.

    Check out some of the UK team, all set up and ready to roll:

    -

    PlayCanvas Team -
    Most of Team PlayCanvas

    +

    PlayCanvas Team
    +Most of Team PlayCanvas

    But wait!!!  Who's that young fellow sitting next to Kevin? It's our new team member, the amazing Maksims Mihejevs. You can call him Max. We actually met him first when he joined our HTML5 Game Dev Meetup - from that day, we tried to recruit him and finally, he's given in! He joins us from Zeebox and will be flexing his coding muscles to make PlayCanvas even more responsive, scalable and stable. Follow him on Twitter to keep up with his technical musings.

    That's all for now, true believers.

    UPDATE

    Vaios, our man in Greece, was jealous that he missed out on the team photo in the new office. So Kevin kindly "retouched" the photo to include him. I like the medals personally.

    -

    PlayCanvas Team -
    Team PlayCanvas

    +

    PlayCanvas Team
    +Team PlayCanvas

    \ No newline at end of file diff --git a/implementing-cloth-simulation-in-webgl/index.html b/implementing-cloth-simulation-in-webgl/index.html index e2bf21324..7e5925e04 100644 --- a/implementing-cloth-simulation-in-webgl/index.html +++ b/implementing-cloth-simulation-in-webgl/index.html @@ -5,7 +5,7 @@ Implementing Cloth Simulation in WebGL | PlayCanvas Blog - + diff --git a/import-full-model-hierarchy-into-playcanvas/index.html b/import-full-model-hierarchy-into-playcanvas/index.html index 6c02f96dc..c17bd8fb1 100644 --- a/import-full-model-hierarchy-into-playcanvas/index.html +++ b/import-full-model-hierarchy-into-playcanvas/index.html @@ -5,7 +5,7 @@ Import Full Model Hierarchy into PlayCanvas | PlayCanvas Blog - + diff --git a/important-information-about-safari-15/index.html b/important-information-about-safari-15/index.html index ac0ce6bac..7149298fb 100644 --- a/important-information-about-safari-15/index.html +++ b/important-information-about-safari-15/index.html @@ -5,7 +5,7 @@ Important Information about macOS Safari 15 | PlayCanvas Blog - + diff --git a/importing-in-the-cloud-the-new-asset-pipeline/index.html b/importing-in-the-cloud-the-new-asset-pipeline/index.html index 3e128b732..4562d2aed 100644 --- a/importing-in-the-cloud-the-new-asset-pipeline/index.html +++ b/importing-in-the-cloud-the-new-asset-pipeline/index.html @@ -5,7 +5,7 @@ Importing in the Cloud: New Asset Pipeline | PlayCanvas Blog - + diff --git a/improvements-and-changes-to-shader-chunks-playcanvas-bytes/index.html b/improvements-and-changes-to-shader-chunks-playcanvas-bytes/index.html index d12a54bb1..366fa6cf2 100644 --- a/improvements-and-changes-to-shader-chunks-playcanvas-bytes/index.html +++ b/improvements-and-changes-to-shader-chunks-playcanvas-bytes/index.html @@ -5,7 +5,7 @@ Improvements and changes to Shader Chunks - PlayCanvas Bytes | PlayCanvas Blog - + diff --git a/index.html b/index.html index 7c8989a5a..848c46ef4 100644 --- a/index.html +++ b/index.html @@ -5,7 +5,7 @@ PlayCanvas Blog | PlayCanvas Blog - + @@ -330,8 +330,8 @@

    The FutureHappy creating, friends!

    Initial WebGPU support lands in PlayCanvas Engine 1.62!

    · 4 min read
    Martin Valigursky
    Software Engineer

    WebGPU is a cutting-edge technology that promises to revolutionize the way 3D graphics are handled on the web. As the successor to WebGL, WebGPU provides faster and more efficient rendering capabilities for complex 3D graphics and simulations.

    PlayCanvas has been at the forefront of this new technology and has been working on adding WebGPU support to its platform.

    With WebGPU, we can expect to see more immersive and interactive 3D experiences on the web in the future.

    -

    WebGPU Area Lights -
    PlayCanvas WebGPU Clustered Area Lights Demo

    +

    WebGPU Area Lights
    +PlayCanvas WebGPU Clustered Area Lights Demo

    Refactoring of WebGL engine

    Before adding support for WebGPU, it's important to discuss the significant amount of refactoring work that was required on our existing WebGL engine. Implementing deeper architectural changes while preserving backwards compatibility required a significant amount of meticulous care.

      diff --git a/initial-webgpu-support-lands-in-playcanvas-engine-1-62/index.html b/initial-webgpu-support-lands-in-playcanvas-engine-1-62/index.html index 0f383839c..cf716eed0 100644 --- a/initial-webgpu-support-lands-in-playcanvas-engine-1-62/index.html +++ b/initial-webgpu-support-lands-in-playcanvas-engine-1-62/index.html @@ -5,15 +5,15 @@ Initial WebGPU support lands in PlayCanvas Engine 1.62! | PlayCanvas Blog - +

      Initial WebGPU support lands in PlayCanvas Engine 1.62!

      · 4 min read
      Martin Valigursky
      Software Engineer

      WebGPU is a cutting-edge technology that promises to revolutionize the way 3D graphics are handled on the web. As the successor to WebGL, WebGPU provides faster and more efficient rendering capabilities for complex 3D graphics and simulations.

      PlayCanvas has been at the forefront of this new technology and has been working on adding WebGPU support to its platform.

      With WebGPU, we can expect to see more immersive and interactive 3D experiences on the web in the future.

      -

      WebGPU Area Lights -
      PlayCanvas WebGPU Clustered Area Lights Demo

      +

      WebGPU Area Lights
      +PlayCanvas WebGPU Clustered Area Lights Demo

      Refactoring of WebGL engine

      Before adding support for WebGPU, it's important to discuss the significant amount of refactoring work that was required on our existing WebGL engine. Implementing deeper architectural changes while preserving backwards compatibility required a significant amount of meticulous care.

        diff --git a/instant-games-and-playcanvas/index.html b/instant-games-and-playcanvas/index.html index d2e4e1b92..a9a4f459f 100644 --- a/instant-games-and-playcanvas/index.html +++ b/instant-games-and-playcanvas/index.html @@ -5,7 +5,7 @@ Instant Games and PlayCanvas | PlayCanvas Blog - + diff --git a/intel-gives-html5-some-love-at-the-buzz-workshop/index.html b/intel-gives-html5-some-love-at-the-buzz-workshop/index.html index a0219fc6e..9a7f744c8 100644 --- a/intel-gives-html5-some-love-at-the-buzz-workshop/index.html +++ b/intel-gives-html5-some-love-at-the-buzz-workshop/index.html @@ -5,7 +5,7 @@ Intel gives HTML5 some love at the Buzz Workshop | PlayCanvas Blog - + diff --git a/introducing-element-screen-components/index.html b/introducing-element-screen-components/index.html index 1e80e7c52..024f750ca 100644 --- a/introducing-element-screen-components/index.html +++ b/introducing-element-screen-components/index.html @@ -5,7 +5,7 @@ Introducing Element & Screen Components | PlayCanvas Blog - + diff --git a/introducing-json-script-attributes/index.html b/introducing-json-script-attributes/index.html index 06128364e..e1c630762 100644 --- a/introducing-json-script-attributes/index.html +++ b/introducing-json-script-attributes/index.html @@ -5,7 +5,7 @@ Introducing JSON Script Attributes | PlayCanvas Blog - + diff --git a/introducing-pcui-an-open-source-ui-framework-for-the-web/index.html b/introducing-pcui-an-open-source-ui-framework-for-the-web/index.html index 26a18a253..d2e7f3a57 100644 --- a/introducing-pcui-an-open-source-ui-framework-for-the-web/index.html +++ b/introducing-pcui-an-open-source-ui-framework-for-the-web/index.html @@ -5,7 +5,7 @@ Introducing PCUI - An Open Source UI Framework for the Web | PlayCanvas Blog - + diff --git a/introducing-the-anim-state-graph/index.html b/introducing-the-anim-state-graph/index.html index a9cd8715b..e11172d6c 100644 --- a/introducing-the-anim-state-graph/index.html +++ b/introducing-the-anim-state-graph/index.html @@ -5,7 +5,7 @@ Introducing the Anim State Graph | PlayCanvas Blog - + @@ -24,8 +24,8 @@

        Features

        Graph Layers - Split your animation behavior into separate layers. For instance: locomotion animations can be separated from facial expressions.

        Multiple characters - Because anim state graphs are stored as assets, a single graph can be used to drive the animation of as many entities as you want by assigning your graph asset to multiple entity anim components.

        -

        -
        Multiple characters utilizing the same anim state graph

        +


        +Multiple characters utilizing the same anim state graph

        While these two characters use different animations for their various actions, they share the same behavior. With the anim state graph you can update this behavior in one place while still using it with as many characters as you like.

        How does it all work?

        When opening an Anim State Graph asset you’ll be presented with a visual graph editor which allows you to define all of the different animation states your game object can be in. You can then connect these states using transitions.

        @@ -40,8 +40,8 @@

        Looking Ahead<

        Animation Events - These events can be set up to fire and specific points during the lifetime of an animation, allowing you to hook game logic into the behavior of your anim state graph. For example you could spawn a set of dust particles during the exact frame that your character lands on the ground after a jump.

        Layer Masking - You’ll be able mask your character animations on a particular state graph layer. For instance you could have only the bottom half of a character driven by a particular anim state graph layer.

        Blend Trees - Directly control the blend between multiple animations in real time.

        -

        -
        Blending three animations using a 2D cartesian blend tree

        +


        +Blending three animations using a 2D cartesian blend tree

        Animation Clips - Currently the anim state graph supports animation assets that have been imported into PlayCanvas. Clips will allow you to create extra animation assets within the PlayCanvas editor yourself! These will be great for quickly adding smaller animated flourishes to your game objects.

        If you’re interested in using anim state graphs in your PlayCanvas projects, here’s some useful links:

          diff --git a/introducing-the-new-code-editor/index.html b/introducing-the-new-code-editor/index.html index a9f69faf4..9816a8c3a 100644 --- a/introducing-the-new-code-editor/index.html +++ b/introducing-the-new-code-editor/index.html @@ -5,7 +5,7 @@ Introducing the new Code Editor | PlayCanvas Blog - + diff --git a/introducing-the-playcanvas-localization-system/index.html b/introducing-the-playcanvas-localization-system/index.html index 1c12f5dca..a041e2820 100644 --- a/introducing-the-playcanvas-localization-system/index.html +++ b/introducing-the-playcanvas-localization-system/index.html @@ -5,19 +5,19 @@ Introducing the PlayCanvas Localization System | PlayCanvas Blog - +

          Introducing the PlayCanvas Localization System

          · One min read

          Are you shipping your PlayCanvas app or game in just one language? You may be preventing international users from enjoying it! Today, we are happy to announce the arrival of a localization system built right into the PlayCanvas Editor!

          -

          Bitmoji Party Localized -
          PlayCanvas-powered Bitmoji Party localized into English, Spanish and French

          +

          Bitmoji Party Localized
          +PlayCanvas-powered Bitmoji Party localized into English, Spanish and French

          The system works in tandem with PlayCanvas' text element component and it's super-easy to use. The text element interface now provides a 'Localized' property and when checked, you can enter a Key instead of a Text string.

          -

          Localized String -
          New text element properties for enabling localized text

          +

          Localized String
          +New text element properties for enabling localized text

          The Key is the string used to look up a localized string based on the user's currently selected locale. The localized string data is stored in JSON assets and is documented, along with the rest of the system, here. You can even preview your localized User Interface by choosing a locale in the Editor Settings panel:

          -

          Locale Setting -
          Locale setting in the Scene Settings panel

          +

          Locale Setting
          +Locale setting in the Scene Settings panel

          We look forward to playing your newly localized games!

          \ No newline at end of file diff --git a/introduction-to-ammo-js/index.html b/introduction-to-ammo-js/index.html index 09a0bba9c..e43b18bf9 100644 --- a/introduction-to-ammo-js/index.html +++ b/introduction-to-ammo-js/index.html @@ -5,7 +5,7 @@ Introduction to ammo.js | PlayCanvas Blog - + diff --git a/introduction-to-playcanvas/index.html b/introduction-to-playcanvas/index.html index 67517f6e9..5f16567ab 100644 --- a/introduction-to-playcanvas/index.html +++ b/introduction-to-playcanvas/index.html @@ -5,7 +5,7 @@ Introduction to PlayCanvas | PlayCanvas Blog - + diff --git a/ios-8-launched-with-webgl/index.html b/ios-8-launched-with-webgl/index.html index 4d4134171..70f35a7a2 100644 --- a/ios-8-launched-with-webgl/index.html +++ b/ios-8-launched-with-webgl/index.html @@ -5,7 +5,7 @@ iOS 8 launched with WebGL | PlayCanvas Blog - + diff --git a/ios-webgl-support/index.html b/ios-webgl-support/index.html index ce1bac3de..35740a6ab 100644 --- a/ios-webgl-support/index.html +++ b/ios-webgl-support/index.html @@ -5,7 +5,7 @@ iOS WebGL Support | PlayCanvas Blog - + diff --git a/leap-motion-playcanvas-physics-playground/index.html b/leap-motion-playcanvas-physics-playground/index.html index f5e65f0fd..f0f04cc06 100644 --- a/leap-motion-playcanvas-physics-playground/index.html +++ b/leap-motion-playcanvas-physics-playground/index.html @@ -5,7 +5,7 @@ Leap Motion + PlayCanvas = Physics Playground | PlayCanvas Blog - + diff --git a/learn-the-playcanvas-api-with-the-engine-examples-browser/index.html b/learn-the-playcanvas-api-with-the-engine-examples-browser/index.html index ebe9e8462..1702c8686 100644 --- a/learn-the-playcanvas-api-with-the-engine-examples-browser/index.html +++ b/learn-the-playcanvas-api-with-the-engine-examples-browser/index.html @@ -5,7 +5,7 @@ Learn the PlayCanvas API with the Engine Examples Browser | PlayCanvas Blog - + diff --git a/light-and-collision-component-api/index.html b/light-and-collision-component-api/index.html index 48d9ba893..56dd499f5 100644 --- a/light-and-collision-component-api/index.html +++ b/light-and-collision-component-api/index.html @@ -5,7 +5,7 @@ Light and Collision Component API | PlayCanvas Blog - + diff --git a/london-html5-game-developers/index.html b/london-html5-game-developers/index.html index 2702825c5..8c5a08d10 100644 --- a/london-html5-game-developers/index.html +++ b/london-html5-game-developers/index.html @@ -5,7 +5,7 @@ London HTML5 Game Developers | PlayCanvas Blog - + @@ -14,12 +14,12 @@

          Presentation Night

          This month we held or first Presentation Night. Mozilla kindly hosted us at their space in London and we saw some great demos, including Unreal 3 running in the latest Firefox, and of course PlayCanvas courtesy of Will.

          Here are a few pictures:

          -

          Audience -
          Great turnout, practically a full house

          -

          Max and Maciej -
          Max and Maciej showing off their game-hack games

          -

          Unreal 3 in the Browser -
          Chris from Mozilla demoing Unreal 3 in the browser

          +

          Audience
          +Great turnout, practically a full house

          +

          Max and Maciej
          +Max and Maciej showing off their game-hack games

          +

          Unreal 3 in the Browser
          +Chris from Mozilla demoing Unreal 3 in the browser

          Thanks to everyone who came along, in particular Chris from Mozilla who stayed late after work to host the event.

          If you didn't come this time, you should come next time!

      diff --git a/ludum-dare-28-playcanvas-round-up/index.html b/ludum-dare-28-playcanvas-round-up/index.html index 649246124..be333d1cb 100644 --- a/ludum-dare-28-playcanvas-round-up/index.html +++ b/ludum-dare-28-playcanvas-round-up/index.html @@ -5,7 +5,7 @@ Ludum Dare 28: PlayCanvas Round-Up | PlayCanvas Blog - + diff --git a/maintenance-saturday-june-10-9am-utc/index.html b/maintenance-saturday-june-10-9am-utc/index.html index e71d35ef8..8150d4c1f 100644 --- a/maintenance-saturday-june-10-9am-utc/index.html +++ b/maintenance-saturday-june-10-9am-utc/index.html @@ -5,7 +5,7 @@ Maintenance Saturday June 10, 9am UTC | PlayCanvas Blog - + diff --git a/making-an-html5-game-lunar-lander/index.html b/making-an-html5-game-lunar-lander/index.html index 889e01990..34ff75341 100644 --- a/making-an-html5-game-lunar-lander/index.html +++ b/making-an-html5-game-lunar-lander/index.html @@ -5,7 +5,7 @@ Making an HTML5 Game: Lunar Lander | PlayCanvas Blog - + diff --git a/making-an-html5-game-pong/index.html b/making-an-html5-game-pong/index.html index 9bbf3b753..2ccf650c7 100644 --- a/making-an-html5-game-pong/index.html +++ b/making-an-html5-game-pong/index.html @@ -5,7 +5,7 @@ Making an HTML5 Game: Pong | PlayCanvas Blog - + diff --git a/massive-upgrade-for-the-playcanvas-developer-site/index.html b/massive-upgrade-for-the-playcanvas-developer-site/index.html index df4b12c03..fb75ef7ec 100644 --- a/massive-upgrade-for-the-playcanvas-developer-site/index.html +++ b/massive-upgrade-for-the-playcanvas-developer-site/index.html @@ -5,7 +5,7 @@ Massive Upgrade for the PlayCanvas Developer Site | PlayCanvas Blog - + diff --git a/master-archer-lands-on-facebook-instant-games/index.html b/master-archer-lands-on-facebook-instant-games/index.html index c4bfa07cd..a9dc3a8bc 100644 --- a/master-archer-lands-on-facebook-instant-games/index.html +++ b/master-archer-lands-on-facebook-instant-games/index.html @@ -5,7 +5,7 @@ Master Archer lands on Facebook Instant Games | PlayCanvas Blog - + diff --git a/meet-the-playcanvas-team-dave-evans/index.html b/meet-the-playcanvas-team-dave-evans/index.html index e5f27bf77..4fe9148ba 100644 --- a/meet-the-playcanvas-team-dave-evans/index.html +++ b/meet-the-playcanvas-team-dave-evans/index.html @@ -5,7 +5,7 @@ Meet the PlayCanvas team: Dave Evans | PlayCanvas Blog - + diff --git a/meet-the-playcanvas-team-kevin-rooney/index.html b/meet-the-playcanvas-team-kevin-rooney/index.html index 460c8e67e..f1ce8e0d0 100644 --- a/meet-the-playcanvas-team-kevin-rooney/index.html +++ b/meet-the-playcanvas-team-kevin-rooney/index.html @@ -5,7 +5,7 @@ Meet the PlayCanvas team: Kevin Rooney | PlayCanvas Blog - + diff --git a/meet-the-playcanvas-team-maksims-mihejevs/index.html b/meet-the-playcanvas-team-maksims-mihejevs/index.html index 851ccd20a..3973adcef 100644 --- a/meet-the-playcanvas-team-maksims-mihejevs/index.html +++ b/meet-the-playcanvas-team-maksims-mihejevs/index.html @@ -5,7 +5,7 @@ Meet the PlayCanvas team: Maksims Mihejevs | PlayCanvas Blog - + diff --git a/meet-the-playcanvas-team-vaios-kalpias-illias/index.html b/meet-the-playcanvas-team-vaios-kalpias-illias/index.html index 45bcfd5c6..b2d5d52d5 100644 --- a/meet-the-playcanvas-team-vaios-kalpias-illias/index.html +++ b/meet-the-playcanvas-team-vaios-kalpias-illias/index.html @@ -5,7 +5,7 @@ Meet the PlayCanvas team: Vaios Kalpias-Illias | PlayCanvas Blog - + diff --git a/meet-the-playcanvas-team-will-eastcott/index.html b/meet-the-playcanvas-team-will-eastcott/index.html index c0885ecbe..191bbdd6a 100644 --- a/meet-the-playcanvas-team-will-eastcott/index.html +++ b/meet-the-playcanvas-team-will-eastcott/index.html @@ -5,7 +5,7 @@ Meet the PlayCanvas team: Will Eastcott | PlayCanvas Blog - + diff --git a/miniclip-launches-their-first-playcanvas-game/index.html b/miniclip-launches-their-first-playcanvas-game/index.html index 56752fef4..8ca50bc3a 100644 --- a/miniclip-launches-their-first-playcanvas-game/index.html +++ b/miniclip-launches-their-first-playcanvas-game/index.html @@ -5,7 +5,7 @@ Miniclip Launches Their First PlayCanvas Game | PlayCanvas Blog - + diff --git a/mobile-brand-experiences-in-webgl/index.html b/mobile-brand-experiences-in-webgl/index.html index 32365114b..3865ab765 100644 --- a/mobile-brand-experiences-in-webgl/index.html +++ b/mobile-brand-experiences-in-webgl/index.html @@ -5,7 +5,7 @@ Mobile Brand Experiences in WebGL | PlayCanvas Blog - + diff --git a/moving-from-wordpress-to-jekyll-a-case-study/index.html b/moving-from-wordpress-to-jekyll-a-case-study/index.html index f92b676e6..f39353a9c 100644 --- a/moving-from-wordpress-to-jekyll-a-case-study/index.html +++ b/moving-from-wordpress-to-jekyll-a-case-study/index.html @@ -5,7 +5,7 @@ Moving from WordPress to Jekyll - A Case Study | PlayCanvas Blog - + diff --git a/moving-playcanv-as-to-https/index.html b/moving-playcanv-as-to-https/index.html index 7f6efe89e..69c461364 100644 --- a/moving-playcanv-as-to-https/index.html +++ b/moving-playcanv-as-to-https/index.html @@ -5,7 +5,7 @@ Moving playcanv.as to HTTPS | PlayCanvas Blog - + diff --git a/moving-to-playcanvas-com/index.html b/moving-to-playcanvas-com/index.html index 4f8ad1d59..ee5d48227 100644 --- a/moving-to-playcanvas-com/index.html +++ b/moving-to-playcanvas-com/index.html @@ -5,7 +5,7 @@ Moving to playcanvas.com | PlayCanvas Blog - + diff --git a/mozilla-launches-webgl-2-with-playcanvas/index.html b/mozilla-launches-webgl-2-with-playcanvas/index.html index c7f64a2e5..c766b85e5 100644 --- a/mozilla-launches-webgl-2-with-playcanvas/index.html +++ b/mozilla-launches-webgl-2-with-playcanvas/index.html @@ -5,7 +5,7 @@ Mozilla Launches WebGL 2 with PlayCanvas | PlayCanvas Blog - + diff --git a/new-and-improved-sound-component/index.html b/new-and-improved-sound-component/index.html index 377bbe205..df4f5408d 100644 --- a/new-and-improved-sound-component/index.html +++ b/new-and-improved-sound-component/index.html @@ -5,7 +5,7 @@ New and Improved Sound Component | PlayCanvas Blog - + diff --git a/new-custom-and-built-in-post-effects/index.html b/new-custom-and-built-in-post-effects/index.html index 594026144..5ffbdbe96 100644 --- a/new-custom-and-built-in-post-effects/index.html +++ b/new-custom-and-built-in-post-effects/index.html @@ -5,17 +5,17 @@ New Custom and Built-in Post Effects | PlayCanvas Blog - +

      New Custom and Built-in Post Effects

      · 2 min read
      Community Manager

      We want your projects to look as good as you imagine them and today we are pleased to announce brand new tools to manipulate your entities. We have recently released a way for you to add Post Processing Effects to your applications and it has never been easier.

      -

      Before -
      Plain old boring scene

      +

      Before
      +Plain old boring scene

      Built-in Post Effects

      The visual element of gaming experiences is as important as any other and we want the projects made by our PlayCanvas community to look as good as they can. Adding to our already extensive library of Post Effects, we have spoiled you lucky PlayCanvas users as you can now choose from effects such as Bloom, Brightness-Contrast, Hue-Saturation, FXAA, Sepia and Vignette with a simple right click on the camera entity in the hierarchy. Its as easy as that! Thanks to PlayCanvas you don't have to be an artist to make your games look cool. Want to find out more about the new built-in post effects? Cast your eyes here.

      -

      Post Effects -
      With added post processing effects

      +

      Post Effects
      +With added post processing effects

      Custom Post Effects

      We count ourselves lucky to work with very creative PlayCanvas users and many members have an incredible eye for detail. If you know some JavaScript and GLSL then you can create your own Post Effects, using our step by step guide on writing the script for your effect/s and a library of existing Post Effects for reference you can really bring your entities to life (well almost).

      Now we have given you the tools, it's time for you to take your project to the next level. Modify your entities and give your game a truly stunning atmosphere.

      diff --git a/new-feature-2d-sprites-and-9-slicing/index.html b/new-feature-2d-sprites-and-9-slicing/index.html index cc5552243..d86a3f8ca 100644 --- a/new-feature-2d-sprites-and-9-slicing/index.html +++ b/new-feature-2d-sprites-and-9-slicing/index.html @@ -5,7 +5,7 @@ New Feature: 2D Sprites and 9-slicing | PlayCanvas Blog - + diff --git a/new-feature-github-and-private-repository-support/index.html b/new-feature-github-and-private-repository-support/index.html index cc7af6f02..a63ec0333 100644 --- a/new-feature-github-and-private-repository-support/index.html +++ b/new-feature-github-and-private-repository-support/index.html @@ -5,7 +5,7 @@ New Feature: GitHub and private repository support | PlayCanvas Blog - + diff --git a/new-look-designer/index.html b/new-look-designer/index.html index 45a49d2cd..af8fbf6e2 100644 --- a/new-look-designer/index.html +++ b/new-look-designer/index.html @@ -5,13 +5,13 @@ New Look Designer | PlayCanvas Blog - + diff --git a/new-math-api-a-transition-guide/index.html b/new-math-api-a-transition-guide/index.html index 528181d05..20c085427 100644 --- a/new-math-api-a-transition-guide/index.html +++ b/new-math-api-a-transition-guide/index.html @@ -5,7 +5,7 @@ New Math API: A Transition Guide | PlayCanvas Blog - + diff --git a/new-maths-api/index.html b/new-maths-api/index.html index a6bb337f8..724e203df 100644 --- a/new-maths-api/index.html +++ b/new-maths-api/index.html @@ -5,7 +5,7 @@ Incoming Breaking Changes - New Maths API | PlayCanvas Blog - + diff --git a/new-plans/index.html b/new-plans/index.html index 3cdcec290..2db4ff90d 100644 --- a/new-plans/index.html +++ b/new-plans/index.html @@ -5,7 +5,7 @@ New Plans | PlayCanvas Blog - + diff --git a/new-publishing-features/index.html b/new-publishing-features/index.html index 0e41ba684..f6b8eeadf 100644 --- a/new-publishing-features/index.html +++ b/new-publishing-features/index.html @@ -5,7 +5,7 @@ New Publishing Features | PlayCanvas Blog - + diff --git a/new-tutorials-multiplayer-with-nodejs-and-webgl-facebook-sdk/index.html b/new-tutorials-multiplayer-with-nodejs-and-webgl-facebook-sdk/index.html index 57d515ec3..9debc3d3b 100644 --- a/new-tutorials-multiplayer-with-nodejs-and-webgl-facebook-sdk/index.html +++ b/new-tutorials-multiplayer-with-nodejs-and-webgl-facebook-sdk/index.html @@ -5,7 +5,7 @@ New Tutorials: Multiplayer with Node.js and WebGL & Facebook SDK | PlayCanvas Blog - + diff --git a/nottingham-gamecity-and-mozfest/index.html b/nottingham-gamecity-and-mozfest/index.html index 1ade29b58..802219c28 100644 --- a/nottingham-gamecity-and-mozfest/index.html +++ b/nottingham-gamecity-and-mozfest/index.html @@ -5,19 +5,19 @@ Nottingham GameCity and MozFest | PlayCanvas Blog - +

      Nottingham GameCity and MozFest

      · 2 min read

      This last week was a frenzy of activity from the PlayCanvas founders. We trekked all over the UK to teach new people about PlayCanvas with demos and workshops.

      Thursday

      -

      Dave Running a Workshop -
      Co-founder Dave running a workshop on HTML5 Game Development

      +

      Dave Running a Workshop
      +Co-founder Dave running a workshop on HTML5 Game Development

      On Thursday, I went up to the Confetti Institute of Creative Technologies in Nottingham and gave a workshop to a room full of interested developers. We covered the basics of a 3D engine, some quick samples of how Graphics, Cameras, Physics and Audio can be used, and then we ended the 3 hour session with the entire group building the Luna Lander demo that we showed you a few weeks ago.

      At the end of the session, everyone had had a great time and had a playable game to show for it.

      Friday

      -

      Open Arcade -
      The Open Arcade at Nottingham GameCity

      +

      Open Arcade
      +The Open Arcade at Nottingham GameCity

      On Friday, we were demoing at the Open Arcade in Nottingham town centre. The Open Arcade was an amazing space put together by the GameCity organizers to let game developers show off their work and also provided a communal place for playing the latest and upcoming independent game releases.

      Sunday

      MozFest

      diff --git a/ongamestart-game-jam/index.html b/ongamestart-game-jam/index.html index 27e81bb2a..0aadaafbc 100644 --- a/ongamestart-game-jam/index.html +++ b/ongamestart-game-jam/index.html @@ -5,7 +5,7 @@ onGameStart Game Jam | PlayCanvas Blog - + diff --git a/organizations-new-plans/index.html b/organizations-new-plans/index.html index 2b0ca21c1..98add0298 100644 --- a/organizations-new-plans/index.html +++ b/organizations-new-plans/index.html @@ -5,7 +5,7 @@ Organizations & new plans | PlayCanvas Blog - + diff --git a/our-2022-developer-showreel-is-live/index.html b/our-2022-developer-showreel-is-live/index.html index 8bf15bd53..01434757c 100644 --- a/our-2022-developer-showreel-is-live/index.html +++ b/our-2022-developer-showreel-is-live/index.html @@ -5,7 +5,7 @@ Our 2022 developer showreel is live! | PlayCanvas Blog - + diff --git a/page/10/index.html b/page/10/index.html index a9df3b897..714d479dd 100644 --- a/page/10/index.html +++ b/page/10/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/11/index.html b/page/11/index.html index a5c8779ff..325f99d56 100644 --- a/page/11/index.html +++ b/page/11/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/12/index.html b/page/12/index.html index a97fe5175..8c91b5773 100644 --- a/page/12/index.html +++ b/page/12/index.html @@ -5,14 +5,14 @@ Blog | PlayCanvas Blog - +

      PlayCanvas pioneers 3D rich media ad format for Facebook and Twitter

      · 2 min read

      PlayCanvas, the leading tool for creating interactive 3D content for the web, today announced that it is powering the launch of the first interactive 3D social media campaign for Hutch Games’s smash hit mobile game MMX Racing featuring WWE.

      PlayCanvas and Hutch Games have collaborated to create a set of 3D interactive experiences for monster truck and wrestling fans on Twitter and Facebook. Players get a taste of the latest MMX Racing update right in their feed before going on to install the game.

      -

      MMX WWE interactive ad -
      Try the Triple H rich media ad

      +

      MMX WWE interactive ad
      +Try the Triple H rich media ad

      Currently interactive 3D content, including games, has always been locked up inside app stores and browser plugins. This means that on mobile devices, users have to suffer through the download and install process just to experience a bit of fun. PlayCanvas is the only engine technology that can bring these experiences to life on the web or in social networking apps.

      PlayCanvas co-founder and CEO Will Eastcott said today:

      @@ -93,20 +93,20 @@

      As you can see, the Code Editor now displays the properties of a variable and can list them in a popup for quick selection. But even cooler is that the API reference description for the selected property is shown to the right of this. So what does this all mean? Fewer visits to the full API Reference Manual on the developer site, that's what? So nice.

      Let us know what you think. Anything else you would like us to add?

      That's all for now folks. Over and out.

      DOOH and PlayCanvas debut Giant Space Invaders at Cannes Lions

      · 2 min read

      Cannes Lions is the world's biggest annual awards show and festival for professionals in the creative communications industry.

      -

      Giant Space Invaders -
      Passers-by playing the world's biggest space invaders on their smartphones

      +

      Giant Space Invaders
      +Passers-by playing the world's biggest space invaders on their smartphones

      Dominating the sea-front is the Grand Cannes, a vast 18 meter wide LED screen that sits atop the Grand Hotel. DOOH, a world leader in Digital Out Of Home experiences, wanted to create a gaming experience people could play on that screen to wow the world of advertising.

      "At DOOH, we're constantly devising new and refreshing ways to engage consumers as they go about their lives." said Andrew Newman, CEO of DOOH. "Gaming has a key role in that. So at Cannes Lions, we're enabling passers by to play the world's largest game of Space Invaders. And since everybody has a smartphone, everybody can play. Just visit a web link to load up the DOOHpad, our virtual controller. To build DOOH Invaders, we needed a partner who understands the intersection of gaming and advertising. The natural choice was PlayCanvas and they've built something truly special."

      -

      DOOH Invaders -
      DOOH Invaders: Running on the 20m wide Grand Cannes

      -

      DOOH Pad -
      The DOOHPad that runs on your smartphone

      +

      DOOH Invaders
      +DOOH Invaders: Running on the 20m wide Grand Cannes

      +

      DOOH Pad
      +The DOOHPad that runs on your smartphone

      "We're absolutely delighted to have worked with DOOH on this campaign." says Will Eastcott, PlayCanvas' CEO. "DOOH are the masters of high profile, head-turning marketing campaigns and this one marks a new high. PlayCanvas technology enables super-accessible, frictionless gaming experiences that are delivered over the web and can be played by all. No need to visit an app store. Just instant fun. PlayCanvas opens the door to a whole new world of interactive possibilities for advertisers."

      DOOH Invaders is playable throughout the Cannes Lions festival. So if you're in the area, swing by the Grand Hotel and see if you can beat the latest high score and impress everybody on the beach!

      -

      PlayCanvas on Hotel -
      PlayCanvas rules from on high!

      Feature update: Real-time asset support

      · One min read

      Big changes to some of the underlying architecture of PlayCanvas this week. The powerful features that let you edit your scenes collaboratively with other users where ever they are in the world now applies to all Asset data too.

      +

      PlayCanvas on Hotel
      +PlayCanvas rules from on high!

      Feature update: Real-time asset support

      · One min read

      Big changes to some of the underlying architecture of PlayCanvas this week. The powerful features that let you edit your scenes collaboratively with other users where ever they are in the world now applies to all Asset data too.

      This means you can update your materials, cubemaps and textures and share those changes in real-time with your team mates around the world.

      PBR Assets

      This isn't just about collaborating with remote friends though. Our unique ability to synchronize your scene across the internet means that you can edit you scene on your desktop and watch in wonder as it live updates on a mobile device. Perfect for testing on all platforms.

      diff --git a/page/13/index.html b/page/13/index.html index 339cbd96d..8874327db 100644 --- a/page/13/index.html +++ b/page/13/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/14/index.html b/page/14/index.html index ad37b909e..d522d070e 100644 --- a/page/14/index.html +++ b/page/14/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + @@ -201,8 +201,8 @@

      Asset StorePhysically Based Rendering

      Up until now PBR has only been available in the domain of AAA console and PC gaming. We’re excited to announce that PBR is coming to PlayCanvas.

      Right now, it is possible for all PlayCanvas users to create this kind of content, but some of the steps need to performed in code. Our next goal is to integrate these steps directly into the toolset to allow you to build and iterate even faster.

      -

      Star Lord Fan art using PBR in PlayCanvas -
      Star Lord Fan art using PBR in PlayCanvas

      +

      Star Lord Fan art using PBR in PlayCanvas
      +Star Lord Fan art using PBR in PlayCanvas

      Complete Website Redesign

      Over the past year we have also been busy redesigning our virtual home, playcanvas.com. We’ve focused on increasing the speed of browsing on the site and functionality. Now it’s fast and intuitive to use, giving you more time to work on your game!

      DevLogs

      @@ -217,8 +217,8 @@

      Material Ed

      Hard to remember a time before we had Material Editing. This year we deploy the Material Editing feature in the PlayCanvas Designer. This lets you customize the look of your models. And recently it's getting more and more advanced in particular with our new Physical Material type.

      SWOOOP

      Way back in March we unveiled SWOOOP, an endless flying game created by 2 team members in 4 weeks. This is our flagship game showing the capabilities of WebGL, but following our new PBR feature the sky really is the limit with PlayCanvas.

      -

      SWOOOP in Designer -
      The SWOOOP project is open to everyone

      +

      SWOOOP in Designer
      +The SWOOOP project is open to everyone

      TANX

      In July, a PlayCanvas user walked away a prize winner in a game jam with his game ColorTanks. In around 8 hours the developer had created an incredibly addictive multi player game, that has been played by over 12,000 gamers.

      PLAYHACK

      diff --git a/page/15/index.html b/page/15/index.html index 8f27485a2..37692e1e1 100644 --- a/page/15/index.html +++ b/page/15/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + @@ -71,8 +71,8 @@

      JudgingFeatured Winner

      On the 1st of January we will judge your projects and our favorite will be featured on the PlayCanvas landing page!

      -

      SRL -
      Play SRL by lizzip and auroraimortalis

      +

      SRL
      +Play SRL by lizzip and auroraimortalis

      Last Month

      With ramps, barrels, hyper speed turrets and explosions, last month's PlayHack was crazy (in the best way possible).

      Our favorite entry is SRL by PlayCanvas users lizzip and auroraimortalis, whose sci-fi maze game really impressed us using security cameras, laser doors and the Hover Tank acting as the villain. Amazing!

      diff --git a/page/16/index.html b/page/16/index.html index 1d3a7eb00..55acf7f89 100644 --- a/page/16/index.html +++ b/page/16/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/17/index.html b/page/17/index.html index a75eb23c7..a82968ea8 100644 --- a/page/17/index.html +++ b/page/17/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + @@ -138,22 +138,16 @@

      N
    • Light and camera representations are no longer be shown in the Designer for disabled lights and cameras

    Develop conference

    -

    Develop Conference -
    Looks fancy doesn’t it? You’d think developers were paid as much as footballers... Dave isn’t actually in this picture by the way, so if you’re playing ‘Where’s Wally’, don’t, it’ll never end.

    +

    Develop Conference
    +Looks fancy doesn’t it? You’d think developers were paid as much as footballers... Dave isn’t actually in this picture by the way, so if you’re playing ‘Where’s Wally’, don’t, it’ll never end.

    We were incredibly pleased to be nominated for the Technical Innovation Award at the prestigious Develop Awards last week. David Evans, CTO and co-founder of PlayCanvas put in an appearance, but sadly, we lost out to Oculus and their Rift. Next year, however, the story will be very different.

    Develop Magazine

    We have been featured in a double-page spread in the venerable Develop Magazine. In the July 2014 issue (issue number 151), our CEO Will Eastcott is interviewed about the unique features of PlayCanvas, our drive to simplify collaboration between game developers and why PlayCanvas went open-source. Check it out!

    Stay In The Loop

    Great British Summer Game Jam

    · 2 min read

    PlayCanvas was proud to be one of the partners for this weekend's Great British Summer Game Jam. An event put together by Autodesk and Mind Candy where a group of extremely talented game developers got together over a weekend, teamed up and built a game in just 20 hours!

    Judges

    The Game Jam was to be judged by some leading industry figures like Ella Romanos, Harvey Elliot and Roberta Lucca and there was a special award for the Most Accessible game, with features designed to make the game more playable by gamers with disabilities.

    @@ -162,14 +156,14 @@

    PlayCanva

    Several of the 10-or-so teams used PlayCanvas to create their game but it was Team "Godlike" who really shone out.

    Team Godlike

    Made up of a group of seasoned game jam veterans, Team Godlike were nothing if not ambitious. Their game Sunshi*e was a Katamari Damacy inspired design, which saw the player evolve from tiny bee, to majestic swift (sadly they didn't get as far as the concorde they had in their initial plans), as your perspective grows the British Isles are revealed. All to an "English Country Garden" soundtrack.

    -

    Sunshine -
    Play Sunshi*e or check out the project

    +

    Sunshine
    +Play Sunshi*e or check out the project

    It's a great achievement for a weekend, and a glowing testament of how powerful PlayCanvas is, to for a team and collaborate to build a game in such a short space of time.

    Team Godlike's efforts were rewarded as they came away with 2nd place, and have won themselves a great selection of prizes, though sadly not this most excellent trophy. Better luck next time team!

    Trophy

    If you're entering a game jam in the future, why not give PlayCanvas a try? Don't forget to put in a little practice first though!

    PlayCanvas Update 04/07/14

    · 2 min read
    Community Manager

    There has been plenty going on at HQ since our last update and it is all making game development on our engine that little bit easier. Here’s a run down of engine optimizations, new features and what happened behind the scenes at PlayCanvas this week.

    -

    Spacetifacts -
    Team HexPenguin's PlayCanvas game 'Spacetifacts' won the Malmo Game Jam

    +

    Spacetifacts
    +Team HexPenguin's PlayCanvas game 'Spacetifacts' won the Malmo Game Jam

    Asset Lists

    We now include Assets lists for each Pack when running your game, allowing you to load a Pack with all Assets. This means you can make multiple levels, each as a Pack and load them at runtime, reducing the amount of data you have to download upfront.

    Ranks and Nominations

    @@ -181,15 +175,9 @@

    HexPenguin used PlayCanvas in the Malmo Gam Jam to create their winning game. We love seeing progress in our communities projects but to hear that PlayCanvas users are using the engine to win (in the intense conditions of a game jam) is incredible. Why not play team HexPenguins award winning game here?

    Stay In The Loop

    PlayCanvas Voted the Leading WebGL Engine

    · One min read
    Community Manager

    develop 1001-003

    Develop Magazine have voted PlayCanvas the leading WebGL Engine in their Develop 100 rank of top game development technology. Ranking 52nd out of 100 Development products and tools, our engine bested other great engines to top the WebGL podium.

    Noting in particular our real time cloud collaboration and features such as per pixel lighting, physics options and entity systems the kind folks at develop magazine gave us a great write up and it feels terrific to be recognized by them for our efforts. Develop magazine have also nominated us for an Industry Excellence Award in the Technical Innovation category. We will be attending the awards ceremony in Brighton this month and whether we leave the event with the award or not, we are thrilled to be recognized in the same category as products like the Oculus Rift Development Kit 2 and Sony's 'Project Morpheus'.

    diff --git a/page/18/index.html b/page/18/index.html index f0c31c5fa..988900d95 100644 --- a/page/18/index.html +++ b/page/18/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + @@ -55,39 +55,33 @@

    Monkey Island or Multiplayer Halo.

    PlayCanvas Update 27/06/14

    · 2 min read
    Community Manager

    No one ever called us inactive, we've had a busy week and we want to tell you all about it. Here’s a run down on improvements to the engine and what happened behind the scenes at PlayCanvas this week.

    -

    ColorTanks -
    The award winning colorTanks

    +

    ColorTanks
    +The award winning colorTanks

    New Custom and Built-In Post Effects

    Now you can select new modifications for your entity or you can create your own. we even have a step by step guide to help you write the custom script.

    -

    Post Effects -
    Beautiful Post Effects on Playbot

    +

    Post Effects
    +Beautiful Post Effects on Playbot

    Events

    Will made a trip to Spain as he showed off some Cloud Game Development at ARM's Booth in Barcelona and Dave gave attendees an introduction to PlayCanvas at a London event warming up to the GBSG Jam.

    -

    Arm Booth -
    Showing off in Barcelona

    +

    Arm Booth
    +Showing off in Barcelona

    PlayCanvas Projects

    Some members of the PlayCanvas Community made real strides with their projects too. Check out this great game by PlayCanvas user rerofumi.

    -

    Tamaaanya -
    One of your five a day: 'Tamaaanya' a cute carrot munching game made by PlayCanvas user rerofumi

    +

    Tamaaanya
    +One of your five a day: 'Tamaaanya' a cute carrot munching game made by PlayCanvas user rerofumi

    Also, PlayCanvas Senior Engineer Max gave his award winning game colorTanks a facelift too. Give it a try here!

    Stay In The Loop

    New Custom and Built-in Post Effects

    · 2 min read
    Community Manager

    We want your projects to look as good as you imagine them and today we are pleased to announce brand new tools to manipulate your entities. We have recently released a way for you to add Post Processing Effects to your applications and it has never been easier.

    -

    Before -
    Plain old boring scene

    +

    Before
    +Plain old boring scene

    Built-in Post Effects

    The visual element of gaming experiences is as important as any other and we want the projects made by our PlayCanvas community to look as good as they can. Adding to our already extensive library of Post Effects, we have spoiled you lucky PlayCanvas users as you can now choose from effects such as Bloom, Brightness-Contrast, Hue-Saturation, FXAA, Sepia and Vignette with a simple right click on the camera entity in the hierarchy. Its as easy as that! Thanks to PlayCanvas you don't have to be an artist to make your games look cool. Want to find out more about the new built-in post effects? Cast your eyes here.

    -

    Post Effects -
    With added post processing effects

    +

    Post Effects
    +With added post processing effects

    Custom Post Effects

    We count ourselves lucky to work with very creative PlayCanvas users and many members have an incredible eye for detail. If you know some JavaScript and GLSL then you can create your own Post Effects, using our step by step guide on writing the script for your effect/s and a library of existing Post Effects for reference you can really bring your entities to life (well almost).

    Now we have given you the tools, it's time for you to take your project to the next level. Modify your entities and give your game a truly stunning atmosphere.

    Meet the PlayCanvas team: Maksims Mihejevs

    · 2 min read
    Community Manager

    Max

    @@ -175,8 +169,8 @@

    Why Virt

    Many virtual reality experiences target immersion, where users interaction can open the door to a reality (even if only partially) that is not their own.  However the technology behind the Oculus lets the user into a much deeper experience. Where extreme latency and narrow fields of vision have prevented previous Virtual Reality technologies from being immersive, they have often proved successful in creating nausea. As humans are sensitive to latencies as low as 20 milliseconds it is important for the technology in question to be as precise and fast as possible.

    Usually leaving users craning necks and grabbing thin air in disbelief, the Oculus takes over 1000 readings per second and so far is effective enough to trick the mind and simulate a physical presence. The VR industry is now closer to 'telexistance' than ever before. Mark Zuckerberg, the current owner of the technology (following an acquisition worth $2 billion by Facebook) described its potential, exclaiming  "Imagine enjoying a courtside seat at a game, studying in a classroom of students and teachers all over the world, or consulting with a doctor face-to-face—just by putting on goggles in your home.”. The Oculus promises that in (hopefully few) years to come, gamers may be able to act and react naturally in what is still a virtual setting.

    The Oculus Rift and PlayCanvas

    -

    Dave in VR -
    Oculus Rift support coming soon to PlayCanvas

    +

    Dave in VR
    +Oculus Rift support coming soon to PlayCanvas

    Imagine a future where you open your Internet browser, select a VR ready online game, enable your Oculus headset and transport yourself into the game immediately. Mind blowing? Potentially yes. This is why we here at PlayCanvas are committed to intertwining the paths of both WebGL and HTML5 technologies with the capabilities of the Oculus Rift. It's crazy to think that VR games could be played and developed by simply opening your favorite web browser.

    Firefox are already thinking about VR on the web. Chrome are too. Be sure that when VR support fully comes to the web, PlayCanvas will be ready to help you get there faster. Game Developer's have so many challenges to overcome while developing their game that adding VR (or Head-Mounted Display) support could become just another one of the features that you'd love to try but never quite have time to do. However, using PlayCanvas it's simple. Just drop the OculusCamera script onto your camera and we'll do all the magic to make your game render ready for the headset.

    Hyper-realistic gaming experiences should not be limited to core gaming platforms. When web-based gaming can involve products like the Oculus we're opening up an whole new class of immersive gaming experiences. The best of the features of the web; low-friction, accessible and shareable; with the best features of the Oculus, immersive, high-end experiences. It's brave new world!

    @@ -208,8 +202,8 @@

    Tags:

    Platform Game Starter Kit

    · 2 min read

    PlayBot -
    Our new hero

    +

    Can losing be an achievement? I played the UK Nintendo Champion at Street Fighter 2 in 1993. I left his Dhalsim battered and bruised with a mere pixel of health remaining!

    Platform Game Starter Kit

    · 2 min read

    PlayBot
    +Our new hero

    Today we're pleased to introduce the updated, all new and fancy Platform Game Starter Kit. We've worked hard with the talented artist from SWOOOP to provide a complete set of code and assets for you to build your own platform games.

    From today, when you choose to create a new project you'll be given the option to start using the new Platform Game Starter Kit. Your new project will contain a short, but full, platform game.

    Contents

    @@ -232,7 +226,7 @@

    ContentsPunch -
    Punch - the bad guy

    +

    Punch
    +Punch - the bad guy

\ No newline at end of file diff --git a/page/19/index.html b/page/19/index.html index 8cef2aa39..e259decdf 100644 --- a/page/19/index.html +++ b/page/19/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + @@ -84,8 +84,8 @@

Po

PlayCanvas ticks all of these boxes beautifully. But don’t take our word for it – try it for yourself and discover a better way to make games.

Speaking of Games

It's all very well talking about engines and tools, but engines are only as good as the games they let you make. Fortunately we've got a doozy for you.

-

SWOOOP -
SWOOOP - mobile browser game built using the PlayCanvas Engine

+

SWOOOP
+SWOOOP - mobile browser game built using the PlayCanvas Engine

SWOOOP is a great demonstration of what you can achieve with HTML5 and WebGL today. The game runs great in both mobile and desktop browsers and PlayCanvas also supports publishing to App Stores through third-party tools like Ludei's CocoonJS or the open source Ejecta project.

Get Involved

So you want to help us make the very best 3D engine on the web? Great! Head over to our GitHub page. Get cloning, starring and forking while it’s fresh!

@@ -168,18 +168,18 @@

Audio

I think it does a good job of showing why we're building PlayCanvas.

IDEALondon Welcomes PlayCanvas

· 2 min read

Last Summer, PlayCanvas participated in the world's premier startup accelerator Techstars. Unlike most other accelerators, Techstars continues to host participating companies several months after the programme finishes. So when we left for our recent US tour, we also moved out of Warner Yard, Techstars' base of operations in London.

And now that we're back from our travels, we've found a new home: IDEALondon. Check out our new digs:

-

IDEALondon -
PlayCanvas' London Office

+

IDEALondon
+PlayCanvas' London Office

So what's IDEALondon? It's an innovation centre located in the heart of Tech City, London's red hot answer to California's Silicon Valley. The building itself is owned and operated by UCL, one of the world's finest universities. Joining them are DC Thomson and Cisco Systems, two great companies with a track record of working with dynamic startup businesses.

We are delighted that IDEALondon have selected PlayCanvas to join their family and we look forward to working with them to take PlayCanvas to the next level.

Check out some of the UK team, all set up and ready to roll:

-

PlayCanvas Team -
Most of Team PlayCanvas

+

PlayCanvas Team
+Most of Team PlayCanvas

But wait!!!  Who's that young fellow sitting next to Kevin? It's our new team member, the amazing Maksims Mihejevs. You can call him Max. We actually met him first when he joined our HTML5 Game Dev Meetup - from that day, we tried to recruit him and finally, he's given in! He joins us from Zeebox and will be flexing his coding muscles to make PlayCanvas even more responsive, scalable and stable. Follow him on Twitter to keep up with his technical musings.

That's all for now, true believers.

UPDATE

Vaios, our man in Greece, was jealous that he missed out on the team photo in the new office. So Kevin kindly "retouched" the photo to include him. I like the medals personally.

-

PlayCanvas Team -
Team PlayCanvas

+

PlayCanvas Team
+Team PlayCanvas

\ No newline at end of file diff --git a/page/2/index.html b/page/2/index.html index addcc0520..db802a307 100644 --- a/page/2/index.html +++ b/page/2/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/20/index.html b/page/20/index.html index 2ef00ef6a..9bf13304d 100644 --- a/page/20/index.html +++ b/page/20/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + @@ -65,8 +65,8 @@

Packaged Apps<
  • Check to see if your game uses the LocalStorage HTML5 API. Packaged apps can't use this API, although they can use a Chrome specific alternative.
  • We're done! Zip up the game's files again and upload to your new item in the CWS Developer Dashboard. Fill out the rest of the form as you would for a hosted app (although you now don't need to show ownership for a hosted app URL since there isn't one any more).
  • -

    So hopefully this gives some insight into how simple it is to publish your game to the Chrome Web Store. Whether you choose to publish a hosted or packaged app is up to you and, as we've shown, both have their advantages and disadvantages. My recommendation to you is to experiment. It's an awesome publishing platform that anyone can start to use today, so try it out for yourself!

    SWOOOP

    · 2 min read

    SWOOOP title -
    SWOOOP - mobile browser game built using the PlayCanvas Engine

    +

    So hopefully this gives some insight into how simple it is to publish your game to the Chrome Web Store. Whether you choose to publish a hosted or packaged app is up to you and, as we've shown, both have their advantages and disadvantages. My recommendation to you is to experiment. It's an awesome publishing platform that anyone can start to use today, so try it out for yourself!

    SWOOOP

    · 2 min read

    SWOOOP title
    +SWOOOP - mobile browser game built using the PlayCanvas Engine

    Today, PlayCanvas is excited to reveal SWOOOP. Our latest example of true cross-platform gaming.

    In SWOOOP fly your bi-plane around a magical island collecting gems and competing for the highest score.

    SWOOOP is a fantastic example of how PlayCanvas, WebGL and HTML5 are offering game developers new, efficient ways to create games and accessible ways to get games into the hands of players.

    @@ -76,11 +76,11 @@

    Packaged Apps<

    Mobile App Stores

    While SWOOOP runs great in browsers, both desktop and mobile, it's important that we allow game creators the widest possible distribution. Which is why we've partnered with Ludei. Using their CocoonJS technology we're able to compile SWOOOP to a native application that can run on both Android and iOS devices. Look out for SWOOOP in mobile app stores really soon.

    Open Project

    -

    SWOOOP in Designer -
    The SWOOOP project is open to everyone

    +

    SWOOOP in Designer
    +The SWOOOP project is open to everyone

    For PlayCanvas developers, there's even better news. The SWOOOP project is open for you to view right now! Browse the project for yourself and learn how the PlayCanvas team make games using the engine.

    -

    And finally, don't forget to share http://swooop.playcanvas.com with your friends and share your high scores with us!

    PlayCanvas @ SXSW

    · One min read

    Will at SXSW Accelerator
    +CEO Will Eastcott at SXSW Accelerator

    This past week the PlayCanvas founders have been deep in the heart of Texas at the celebrated mega-festival SXSW. We were chosen from over 500 companies to pitch to a enormous room full of business leads, journalists and tech enthusiasts. Will was on stage and we wowed them successfully enough to get through the final 3. Sadly another talented start-up crew beat us to the No. 1 slot, but a close 2nd is still pretty damn good.

    We've moved on from Austin now, and we're in San Francisco preparing plenty of exciting news and demos for the Game Developer Conference. We look forward to sharing lots more stuff with you this week!

    New Math API: A Transition Guide

    · 3 min read

    Yesterday, we announced an imminent update to the PlayCanvas Math API. It's a rare event that we introduce breaking changes and we only do it because we're certain it's going to help you be much more productive. So what have we changed?

    Previously, we had a Math API which consisted of static functions that operated on arrays (JavaScript typed arrays, to be specific). It was fast - very fast - but this came at the expense of a developer-friendly interface. Therefore, we have written a brand new Math API that is object-oriented and far crisper to write against. Here's an example of how things were:

    @@ -153,8 +153,8 @@

    How it WorksPrimitive Materials

    We hope you enjoy the new power we've given you today. Just enjoy it responsibly. 😉

    For more information on materials see the page in our documentation.

    A wild designer appears!

    · One min read

    To kick off 2014 with a bang, we're welcoming a brand new member to the PlayCanvas family.

    -

    Roonio logo -
    Kevin's image doesn't appear on film, so we've used this instead.

    +

    Roonio logo
    +Kevin's image doesn't appear on film, so we've used this instead.

    Kevin Rooney joins us as Creative Director, check out his amazing portfolio. Kevin is an experienced designer who has sampled the start-up life before at Memrise.

    What does this mean? Kevin brings a much needed designer's touch to the PlayCanvas team, so look out for big changes to the look and feel of the PlayCanvas site in the coming weeks. Currently we have a kick-ass tool for creating HTML5 and WebGL games in the browser, but very soon we're going to have a beautiful one as well.

    Welcome Kevin on his twitter.

    Ludum Dare 28: PlayCanvas Round-Up

    · 2 min read

    So Ludum Dare 28 came and went last weekend and the theme was 'You Only Get One'. Here's a quick round up of the superb PlayCanvas games that were submitted this time around:

    @@ -177,8 +177,8 @@

    The Bridge

    Enjoy!

    Friday Assets Mega-update

    · 3 min read

    Drag and Drop, uploading and thumbnails, no longer a pain in the asset.

    This week has been the week of the Asset at PlayCanvas. We taken a long hard look at how we add and use Assets and we've buffed and polished the process, taking off the ragged edges so that your workflow is now super smooth. Plus our big new feature, the PlayCanvas Asset Library. Find out more below

    -

    Use pre-made 3D models in your game -
    Use pre-made 3D models in your game

    +

    Use pre-made 3D models in your game
    +Use pre-made 3D models in your game

    Uploading to the Designer

    You can now drag and drop files from your desktop straight into the Designer. This means you never need to leave the Designer tab. Even better, if you drag an 3D model file (like an FBX) into the 3D view, your model will be uploaded, converted and a new Entity with model component all set up will be created for you. So it's super easy to get models into your Pack.

    Asset Explorer Polish

    @@ -186,8 +186,8 @@

    Asset

    Drag and Drop Everywhere

    You can now drag Assets from the Asset Explorer and drop them into many different places. The first is simple, if you drop a model asset into the 3D view, you'll get a new Model Entity. But also you can drag Assets and drop them into Asset pickers in any of the components that accept assets. This applies to models, animations, audio, etc, but also when you are editing Materials, you can just drop the textures into the slots. Speaking of textures...

    Texture Thumbnails

    -

    Texture assets now have thumbnails -
    Texture assets now have thumbnails

    +

    Texture assets now have thumbnails
    +Texture assets now have thumbnails

    We've started working on thumbnails for all Assets, but as a quick starter, textures now display with the proper thumbnail. No more guessing which one is the normal map when you're setting up your materials. Thumbnails for more Asset will be done soon.

    Asset Library

    diff --git a/page/21/index.html b/page/21/index.html index 558b25f10..b59a754ec 100644 --- a/page/21/index.html +++ b/page/21/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + @@ -53,13 +53,13 @@

    PlayCanvas

    We've automatically migrated all Packs in your Projects to the new Components, so in most cases you won't even notice the difference.

    However, for some people - if you are using the old Components in scripts - this will break your existing projects. We don't do this lightly, even though we are pre-1.0. However, fixing your projects should be straightforward. In most cases just changing the old Component to the new one in your code will fix it. You might also need to add the type property to set which Component type you want.

    Nottingham GameCity and MozFest

    · 2 min read

    This last week was a frenzy of activity from the PlayCanvas founders. We trekked all over the UK to teach new people about PlayCanvas with demos and workshops.

    Thursday

    -

    Dave Running a Workshop -
    Co-founder Dave running a workshop on HTML5 Game Development

    +

    Dave Running a Workshop
    +Co-founder Dave running a workshop on HTML5 Game Development

    On Thursday, I went up to the Confetti Institute of Creative Technologies in Nottingham and gave a workshop to a room full of interested developers. We covered the basics of a 3D engine, some quick samples of how Graphics, Cameras, Physics and Audio can be used, and then we ended the 3 hour session with the entire group building the Luna Lander demo that we showed you a few weeks ago.

    At the end of the session, everyone had had a great time and had a playable game to show for it.

    Friday

    -

    Open Arcade -
    The Open Arcade at Nottingham GameCity

    +

    Open Arcade
    +The Open Arcade at Nottingham GameCity

    On Friday, we were demoing at the Open Arcade in Nottingham town centre. The Open Arcade was an amazing space put together by the GameCity organizers to let game developers show off their work and also provided a communal place for playing the latest and upcoming independent game releases.

    Sunday

    MozFest

    @@ -94,23 +94,23 @@

    Sundayforums

    New Look Designer

    · One min read

    We've updated the Designer theme to give it an all-new Pro look.

    -

    New Designer Theme -
    Black is the new Black

    +

    New Designer Theme
    +Black is the new Black

    Functionally it remains the same, but we'll be focussing on making a few of the controls more intuitive over the next few weeks.

    Let us know what you think on the forums.

    PlayCanvas Game Jam

    · 2 min read

    Yesterday, at PlayCanvas we hosted our first physical Game Jam. By physical, I mean we had all the developers in the same location, not that we made them run around and do push-ups!

    -

    Game Jammers -
    The PlayCanvas Game Jam Dungeon

    +

    Game Jammers
    +The PlayCanvas Game Jam Dungeon

    Based out of the 80s sci-fi haven that is the Virgin Media Game Space, a group of 9 of us spent the day hacking on brand new games, modelling manga robots, and techno beats.

    Yes, I know you wish you were there.

    -

    nebulousflynn -
    nebulousflynn making strange noises

    +

    nebulousflynn
    +nebulousflynn making strange noises

    For us this is an excellent opportunity to see developers at work, using our tools together to prototype ideas and build stuff.

    Your feedback is what makes PlayCanvas great.

    -

    roseninja and jellycakes -
    roseninja and jellycakes working on platformer "Squeaky Wheel"

    +

    roseninja and jellycakes
    +roseninja and jellycakes working on platformer "Squeaky Wheel"

    Go check out users roseninja, jellycakes, wilbefast, nebulousflynn and balkango who were all building games yesterday. It's early days for Flying robots of Death and Squeaky Wheel, but terrific work for an afternoon of coding and modelling.

    -

    Concentration -
    wilbefast concentrating on make robots kill each other

    +

    Concentration
    +wilbefast concentrating on make robots kill each other

    We've got more Game Jams coming up. Will is at onGameStart in Poland next week.

    Here's a little vine of Flying robots of Death for those who don't have two GamePads to plug-in and play.

    [iframe class="vine-embed" src="https://vine.co/v/h1FUVHi3mmK/embed/simple" width="600" height="600"]

    diff --git a/page/22/index.html b/page/22/index.html index f315216c6..d6e90de88 100644 --- a/page/22/index.html +++ b/page/22/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + @@ -15,15 +15,15 @@

    Enjoy and don't forget to leave us feedback on the forums.

    Starter Kits

    · One min read

    Get hacking on a game instantly with our Platformer and FPS starter kits.

    Today we've launched a new feature to help get you up and running in PlayCanvas super-quick. Instead of starting with the dreaded blank project, now you can instantly get yourself a game to start hacking on.

    We've got two styles of game to start with.

    -

    Platform Game Starter Kit -
    The Platform Game Starter Kit

    -

    FPS Game Starter kit -
    The FPS Game Starter Kit

    +

    Platform Game Starter Kit
    +The Platform Game Starter Kit

    +

    FPS Game Starter kit
    +The FPS Game Starter Kit

    You can select a starter kit via the New Project dialog. This is just the first two we've got up and running, with more improvements to come. Head over to the forum with suggestions for more starter kits.

    Introduction to ammo.js

    · One min read

    Last night I presented at the London HTML5 Game Dev meetup. As usual we had an awesome time and if you're based in or around London then you should definitely try and get along to the next one.

    It was an overview of the ammo.js the physics engine we use internally for PlayCanvas and should be an interesting read for anyone who isn't totally familiar with what a physics engine is or does. It gives a nice overview of the different parts that make up a full physics engine and includes a bunch of demos about what is possible with PlayCanvas.

    [iframe src="http://slid.es/davee/introduction-to-ammojs/embed" width="576" height="420" scrolling="no" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen>]

    Featured games, featured projects and activity stream

    · One min read

    The all new front-page shows an overview of all PlayCanvas activity.

    -

    Cloud Gate (The Bean) -
    New shiny thing

    +

    Cloud Gate (The Bean)
    +New shiny thing

    Today we're launching the new front-page for PlayCanvas users. When you log in and visit playcanvas.com you'll now get a nice overview of activity across the whole PlayCanvas community.

    Feature Games and Projects

    We're highlighting the more interesting public projects and games so that you can get inspiration from what other people are building. If you want to get your project in the featured section make sure it's got nice image uploaded for the project, and let us know about it via the forums or twitter.

    @@ -38,8 +38,8 @@

    Announcements<

    techfactor

    On Saturday, 17th August 2013, Techstars is holding a very special recruitment event at the headquarters of PlayFair Capital in London's Clerkenwell district. So if you're looking for a new challenge or just want to find out about life on the startup scene, come and meet us in person.  During the event, we will be taking the opportunity to demo the latest and greatest build of PlayCanvas. We think you'll be impressed!

    For details of the event, see here.

    A wild programmer appears!

    · One min read

    It's a big day over at PlayCanvas towers. We have a new programmer. In fact, our first full-time staffer after the founding team.

    -

    Vaios -
    Humouring the idiot with the camera phone

    +

    Vaios
    +Humouring the idiot with the camera phone

    Vaios joins us from sunny Athens, land of gods, fine olive oil and greeks bearing gifts [Best you could come up with!? - Ed]. More importantly he's got loads of experience writing games and tools for game developers. He spent a number of years working at Sony Computer Entertainment in London on the sadly un-released AAA action title Eight Days, and the ground-breaking console virtual world PlayStation Home. Since then he's been working another virtual world title in Athens.

    Join us in welcoming Vaios on twitter. He's going to play a big part in helping PlayCanvas become the game development platform of the future.

    Moving to playcanvas.com

    · 2 min read

    We've moved! Long live playcanvas.com!

    You may have noticed we've moved all of the old platform.playcanvas.com addresses over to the main domain of playcanvas.com. This is long overdue and just down to how we initially set up WordPress and the main platform application at the start.

    @@ -54,12 +54,12 @@

    More Walkt

    PlayCanvas Community Part 2 - Announcing PlayCanvas Discussion

    · 2 min read

    In Part 1 we introduced PlayCanvas Answers, our Q&A site for getting technical help from the PlayCanvas community.

    Now we expanding our community features into the world of forums and random internet chatter. Though with the cutting edge technical flair that you've come to expect from PlayCanvas.

    PlayCanvas Discussion

    -

    PlayCanvas Forum -
    PlayCanvas Discussion

    +

    PlayCanvas Forum
    +PlayCanvas Discussion

    PlayCanvas Discussion is our community forum. Unlike Answers which is focussed on getting you solutions to problems, Discussion is for long rambling trains of thought, showing off your work, arguing back and forth about how best to implement a performant flocking algorithm in JavaScript and general holding court about all things Game Dev, HTML5 and PlayCanvas related.

    A little note on Discourse

    -

    Discourse logo -
    Civilized Discourse

    +

    Discourse logo
    +Civilized Discourse

    Forum software is perhaps one of the most neglected areas of web development, it never seemed to have it's web 2.0 moment like photo-sharing. Perhaps because all the hackers we're busy creating another Project Management SAAS platform. But now Jeff Atwood, of Coding Horror and Stack Overflow fame, and his team have created Discourse. A fancy new forum, designed to be great for communities and civilized discourse. Perfect for what we want for our community.

    Discourse is new software, so we're constantly updating it from their latest code. That means there maybe a few teething troubles but we think it's worth it. We hope you do to.

    See you on the forum.

    diff --git a/page/23/index.html b/page/23/index.html index e95fc3e4b..172150eff 100644 --- a/page/23/index.html +++ b/page/23/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + @@ -18,47 +18,37 @@

    Presentation Night

    This month we held or first Presentation Night. Mozilla kindly hosted us at their space in London and we saw some great demos, including Unreal 3 running in the latest Firefox, and of course PlayCanvas courtesy of Will.

    Here are a few pictures:

    -

    Audience -
    Great turnout, practically a full house

    -

    Max and Maciej -
    Max and Maciej showing off their game-hack games

    -

    Unreal 3 in the Browser -
    Chris from Mozilla demoing Unreal 3 in the browser

    +

    Audience
    +Great turnout, practically a full house

    +

    Max and Maciej
    +Max and Maciej showing off their game-hack games

    +

    Unreal 3 in the Browser
    +Chris from Mozilla demoing Unreal 3 in the browser

    Thanks to everyone who came along, in particular Chris from Mozilla who stayed late after work to host the event.

    -

    If you didn't come this time, you should come next time!

    Dungeon Fury: 3D Browser Gaming Arrives on Mobile

    · 2 min read

    Dungeon Fury -
    Play Dungeon Fury in mobile and desktop browsers now

    +

    If you didn't come this time, you should come next time!

    Dungeon Fury: 3D Browser Gaming Arrives on Mobile

    · 2 min read

    Dungeon Fury
    +Play Dungeon Fury in mobile and desktop browsers now

    Something incredibly exciting is happening in the mobile browser space right now. WebGL is rapidly being integrated into browsers and all of a sudden, game developers have the technologies they need to deliver high quality 3D video games without having to deploy a native app. To show what is possible today, PlayCanvas has developed the game 'Dungeon Fury', a light-hearted fantasy game that pushes your reflexes to the limit. Dungeon Fury represents the world's first 3D HTML5 browser game that is built specifically for mobile (although it works great in desktop browsers too!). And if all this wasn't cool enough, the whole game was written using only a web browser, made possible with the PlayCanvas game engine!

    PLAY DUNGEON FURY NOW!

    PlayCanvas on mobile is built upon bleeding edge technologies and as such, the game is pushing mobile browsers very hard indeed. Consequently there are some known issues and things to look out for. Supported mobile browsers are as follows:

      -
    • -

      Firefox for Android

      +
    • Firefox for Android
      • The game works in the Release Channel build but performance is far higher in the Nightly Channel.
    • -
    • -

      Chrome for Android

      +
    • Chrome for Android
        -
      • -

        WebGL needs to be enabled by toggling 'Enable WebGL' in chrome://flags.

        -
      • -
      • -

        Game audio is fairly unreliable and when it does play, it lags the gameplay quite significantly. Google are hard at work, implementing Web Audio for Chrome M27, so this is a temporary problem.

        -
      • +
      • WebGL needs to be enabled by toggling 'Enable WebGL' in chrome://flags.
      • +
      • Game audio is fairly unreliable and when it does play, it lags the gameplay quite significantly. Google are hard at work, implementing Web Audio for Chrome M27, so this is a temporary problem.
    • -
    • -

      Opera Mobile for Android

      +
    • Opera Mobile for Android
      • Works but performance is far behind Firefox and Chrome.
    • -
    • -

      BlackBerry 10 browser

      -
    • -
    • -

      Firefox OS

      +
    • BlackBerry 10 browser
    • +
    • Firefox OS
      • If you don't have a test device, check out Mozilla's Firefox OS Simulator that is delivered as a Firefox add-on.
      @@ -201,12 +191,12 @@

      Offline Stor
      BrowserSupport
      Chromeyes
      Firefoxyes
      Safariyes
      Operayes
      IEyes

      source | spec

      Do you have any other suggestions for APIs you'd like to see tracked here. Or other features that game developers want that are missing from HTML5 specs? Please email us at support@playcanvas.com.

      -
      note

      caniuse.com is great resource for checking which features are available in which browsers. It was used as a source for many of the tables above.

    Making a multiplayer 3rd-person shooter in HTML5

    · 6 min read

    D.E.M.O. -
    D.E.M.O. Multiplayer 3rd-person shooter running in the browser

    +
    note

    caniuse.com is great resource for checking which features are available in which browsers. It was used as a source for many of the tables above.

    Making a multiplayer 3rd-person shooter in HTML5

    · 6 min read

    D.E.M.O.
    +D.E.M.O. Multiplayer 3rd-person shooter running in the browser

    PlayCanvas were lucky enough to show a demo of our collaborative HTML5 game development toolset at Google I/O a few months back. We had a few existing demos of simple games that we had made in order to test the platform.

    However, we really wanted to show something a little more high-end, to showcase the possibilities that HTML5 offers for next-generation browser games. With a little under two weeks to go we started work on the demo we'd feature on the show floor. A networked multiplayer 3rd-person shooter we descriptively called 'scifi'. We’ve since renamed it to the slightly less descriptive D.E.M.O.

    -

    Try playing D.E.M.O. now. -Firefox: Hiding the mouse cursor only works in Fullscreen mode, press SPACE to toggle fullscreen.

    +

    Try playing D.E.M.O. now.

    +

    Firefox: Hiding the mouse cursor only works in Fullscreen mode, press SPACE to toggle fullscreen.

    We think the result is something is pretty special so we’re sharing it with you today. We think you’ll agree that it heralds the beginning of a new generation of HTML5 games.

    We also wanted to talk about how using PlayCanvas allowed us to make D.E.M.O. in around 2 weeks. A staggeringly short time for any game, and it really shows off the power of collaborative development and great tools.

    The game and the PlayCanvas Engine are written entirely in JavaScript. It’s pushing at the boundaries of the browser gaming using the latest HTML5 APIs, including:

    @@ -222,13 +212,13 @@

    Offline Stor

    How was it built?

    Two weeks is very short time to build an app like D.E.M.O. and along with lots of long hours coding we were only able to do this thanks to the PlayCanvas platform that we’ve built, so we want to share with some of the ways which it saved us time, and can save you time too.

    Asset wrangling

    -

    SWAT Model -
    Side-by-side rendering in 3DS Max and PlayCanvas Engine

    +

    SWAT Model
    +Side-by-side rendering in 3DS Max and PlayCanvas Engine

    We’ve made a beautiful looking game in 3D in next to no time. We could do this because the PlayCanvas asset tools are built to ingest a wide range of model formats and set up to ensure that default materials from popular 3D packages appear identical in engine as they do for the artist.

    The sci-fi levels and the SWAT character and animations were all created using 3D Studio Max default materials. With no effort on our part we could export the source assets into the PlayCanvas format and be sure they would look nearly identical at runtime. If you were to get assets from a site like Turbo Squid you need to know that it will just work in PlayCanvas without modification. Within minutes of receiving 3D assets from a 3rd party you can have characters and environments in game.

    Building the level

    -

    D.E.M.O. -
    Building the D.E.M.O. in PlayCanvas Designer

    +

    D.E.M.O.
    +Building the D.E.M.O. in PlayCanvas Designer

    Traditionally, this would consist of building out the level in low detail (often called grey-boxing) and running about it in to get feel for the how the game plays, where the choke points are and how the spawn points should be placed. Unfortunately, we didn’t have the art resources to design the level in this way but we did have a set of 5 or 6 components which fitted together like jigsaw pieces.

    Even though there was a limited choice of level design, both Will and I wanted to be involved in the discussion over the how level should look. As we were working around 50 miles apart, getting together around a laptop screen wasn’t going to be possible. Fortunately the PlayCanvas Designer is the perfect solution for this type of collaborative work. We are able to simultaneously view the same level and while talking face-to-face over Skype, we could both position the pieces in real-time and discuss the pros and cons of each configuration.

    We had a pretty simple task to complete but we were miles apart and using the Designer meant that we had no problem collaborating despite this. It’s clear to us that scaling this up to a design team would be incredibly liberating and will really change the way that games are made.

    diff --git a/page/24/index.html b/page/24/index.html index 3dc52d309..68a2c75ba 100644 --- a/page/24/index.html +++ b/page/24/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/3/index.html b/page/3/index.html index 1e62e4ab8..ac050bf6a 100644 --- a/page/3/index.html +++ b/page/3/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/4/index.html b/page/4/index.html index 978ca3ef8..26eb7b9fd 100644 --- a/page/4/index.html +++ b/page/4/index.html @@ -5,12 +5,12 @@ Blog | PlayCanvas Blog - + -
    Skip to main content

    Anim Layer Masks and Blending

    · 4 min read
    Elliott Thompson
    Software Engineer

    -
    RUN DEMO

    +

    Anim Layer Masks and Blending

    · 4 min read
    Elliott Thompson
    Software Engineer


    +RUN DEMO

    Today, we are releasing the latest anim component feature: the masking and blending of anim layers.

    This is a versatile feature that has been hotly requested by PlayCanvas developers that wish to get even more creative with their animations. We’re excited to be able to share how it works in this blog.

    Animating characters

    @@ -29,8 +29,8 @@

    Anim Lay

    Previously when using the anim component, you could play any number of animations on top of each other by creating multiple anim layers. However, any animations from subsequent layers that animate the same bones as previous ones will completely overwrite those previous animations.

    That meant that even if you were to add a shooting animation to the top half of a character, it would always be playing over a walking animation that was placed on a previous layer.

    Now with anim layer blending, it is possible to smoothly blend subsequent layers in and out, changing the weight each layer contributes to the characters animation in real time.

    -

    -
    Animation layer blending in the PlayCanvas examples browser

    +


    +Animation layer blending in the PlayCanvas examples browser

    When editing an AnimStateGraph asset, you’re now presented with two Blend Type options in each layer. The Overwrite option is set by default and works as before, each subsequent layer completely overwrites the animation values of previous layers.

    However, now, if you select the ‘Additive’ option, the anim system will take the weight of each additive layer into account and blend the layered animations accordingly. This is a great way to blend one animation on top of another.

    @@ -119,8 +119,8 @@

    Actions to t
  • Neon Bubblegum by Karsten Weil
  • See more games and experiences at Awesome PlayCanvas!

    A Graph Rendering Library for the Web: PCUI Graph

    · 2 min read
    Elliott Thompson
    Software Engineer

    Today, we are excited to announce a new open source library: PCUI Graph. It’s a graph rendering framework for the browser which can be used to build and view various types of node-based graphs.

    -

    A Simple Graph -
    PCUI Graph in action

    +

    A Simple Graph
    +PCUI Graph in action

    Last year, we open sourced PCUI, a front-end framework for building web-based tools like the PlayCanvas Editor. This was subsequently used as the foundation for a new family of open source tools: the glTF Viewer and the PlayCanvas Examples Browser. However, some of our more recent tools projects have had requirements related to the creation and editing of node-based graphs. As a result, we set about developing a new plugin to PCUI called PCUI Graph. This plugin is already in use today since it powers both the PlayCanvas Shader Editor and Animation State Graph Editor:

    Graph Editors

    You can rapidly map out key parts of your project’s workflow using pcui-graph, as it supports both directed and visual programming graphs. Here are some of the key features that PCUI Graph provides:

    @@ -220,8 +220,8 @@

    Quest

    Features

    Graph Layers - Split your animation behavior into separate layers. For instance: locomotion animations can be separated from facial expressions.

    Multiple characters - Because anim state graphs are stored as assets, a single graph can be used to drive the animation of as many entities as you want by assigning your graph asset to multiple entity anim components.

    -

    -
    Multiple characters utilizing the same anim state graph

    +


    +Multiple characters utilizing the same anim state graph

    While these two characters use different animations for their various actions, they share the same behavior. With the anim state graph you can update this behavior in one place while still using it with as many characters as you like.

    How does it all work?

    When opening an Anim State Graph asset you’ll be presented with a visual graph editor which allows you to define all of the different animation states your game object can be in. You can then connect these states using transitions.

    @@ -236,8 +236,8 @@

    Looking Ahead<

    Animation Events - These events can be set up to fire and specific points during the lifetime of an animation, allowing you to hook game logic into the behavior of your anim state graph. For example you could spawn a set of dust particles during the exact frame that your character lands on the ground after a jump.

    Layer Masking - You’ll be able mask your character animations on a particular state graph layer. For instance you could have only the bottom half of a character driven by a particular anim state graph layer.

    Blend Trees - Directly control the blend between multiple animations in real time.

    -

    -
    Blending three animations using a 2D cartesian blend tree

    +


    +Blending three animations using a 2D cartesian blend tree

    Animation Clips - Currently the anim state graph supports animation assets that have been imported into PlayCanvas. Clips will allow you to create extra animation assets within the PlayCanvas editor yourself! These will be great for quickly adding smaller animated flourishes to your game objects.

    If you’re interested in using anim state graphs in your PlayCanvas projects, here’s some useful links:

      diff --git a/page/5/index.html b/page/5/index.html index e9fd9e0a0..a269b7b2f 100644 --- a/page/5/index.html +++ b/page/5/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + @@ -190,8 +190,8 @@

      Give it a try today - you'll be impressed!

    Plan Updates: More Storage, More Features, Same Price

    · 2 min read
    Steven Yau
    Partner Relations Manager

    Creativity makes our world a better place. PlayCanvas unlocks creativity through collaborative, frictionless tools that enable everybody to build, share and play together.

    With PlayCanvas, getting started with game development is as simple as clicking on a hyperlink. No installation, available wherever you have access to a browser and easily shareable for a real-time collaborative workspace.

    -

    Super Snappy Bowling -
    Super Snappy Bowling from NOWWA

    +

    Super Snappy Bowling
    +Super Snappy Bowling from NOWWA

    Until today, some aspects of the platform have been limited or restricted. This just holds back the creativity of our community. So today, we have some incredibly exciting news. We have updated our plans to make our tools even more accessible for everyone at all levels!

    New Plans

    We are now giving everyone:

    diff --git a/page/6/index.html b/page/6/index.html index d14edf1bf..f8d120bcf 100644 --- a/page/6/index.html +++ b/page/6/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + @@ -128,14 +128,14 @@

    What's Next?

    We expect that this will rapidly become the default view for most PlayCanvas developers. No more mouse hovering to read long filenames!

    So what's next? Earlier, I mentioned that this completely rebuilt Editor front-end is built on a new, clean, object-oriented API. It is our plan to release this API publicly, once it is ready. This will enable you to write extensions and customizations to the Editor that will culminate in a full plugin system. Stay tuned for further details of that. But in the meantime, let us know what you think by joining the conversation on the forum!

    Introducing the PlayCanvas Localization System

    · One min read

    Are you shipping your PlayCanvas app or game in just one language? You may be preventing international users from enjoying it! Today, we are happy to announce the arrival of a localization system built right into the PlayCanvas Editor!

    -

    Bitmoji Party Localized -
    PlayCanvas-powered Bitmoji Party localized into English, Spanish and French

    +

    Bitmoji Party Localized
    +PlayCanvas-powered Bitmoji Party localized into English, Spanish and French

    The system works in tandem with PlayCanvas' text element component and it's super-easy to use. The text element interface now provides a 'Localized' property and when checked, you can enter a Key instead of a Text string.

    -

    Localized String -
    New text element properties for enabling localized text

    +

    Localized String
    +New text element properties for enabling localized text

    The Key is the string used to look up a localized string based on the user's currently selected locale. The localized string data is stored in JSON assets and is documented, along with the rest of the system, here. You can even preview your localized User Interface by choosing a locale in the Editor Settings panel:

    -

    Locale Setting -
    Locale setting in the Scene Settings panel

    +

    Locale Setting
    +Locale setting in the Scene Settings panel

    We look forward to playing your newly localized games!

    Arm and PlayCanvas Open Source Seemore WebGL Demo

    · 2 min read

    Cambridge/Santa Monica, August 1 2019 - Arm and PlayCanvas are announcing the open sourcing of the renowned Seemore WebGL demo. First published in 2016, the graphical technical demo has been completely rebuilt from the ground up to deliver even more incredible performance and visuals. With it, developers are empowered to build their projects in the most optimized way, as well as using it to incorporate some of its performant features and components into their own projects.

    Seemore Demo

    PLAY NOW

    diff --git a/page/7/index.html b/page/7/index.html index 135eaef88..a297e1c65 100644 --- a/page/7/index.html +++ b/page/7/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/8/index.html b/page/8/index.html index 7956af8f6..836a08138 100644 --- a/page/8/index.html +++ b/page/8/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/9/index.html b/page/9/index.html index 45e516ef3..1ff53913f 100644 --- a/page/9/index.html +++ b/page/9/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/pcui-1-1-0-adds-tree-control-and-array-control/index.html b/pcui-1-1-0-adds-tree-control-and-array-control/index.html index 7abc1d693..9097039c4 100644 --- a/pcui-1-1-0-adds-tree-control-and-array-control/index.html +++ b/pcui-1-1-0-adds-tree-control-and-array-control/index.html @@ -5,7 +5,7 @@ PCUI 1.1.0 Adds Tree Control and Array Control | PlayCanvas Blog - + diff --git a/pcui-framework-migrated-to-typescript/index.html b/pcui-framework-migrated-to-typescript/index.html index aec98d510..aa74e25a6 100644 --- a/pcui-framework-migrated-to-typescript/index.html +++ b/pcui-framework-migrated-to-typescript/index.html @@ -5,7 +5,7 @@ PCUI Framework Migrated to TypeScript | PlayCanvas Blog - + diff --git a/performance-matters-introducing-the-playcanvas-profiler/index.html b/performance-matters-introducing-the-playcanvas-profiler/index.html index 49c9005ed..ed0b45c8d 100644 --- a/performance-matters-introducing-the-playcanvas-profiler/index.html +++ b/performance-matters-introducing-the-playcanvas-profiler/index.html @@ -5,7 +5,7 @@ Performance Matters: Introducing the PlayCanvas Profiler | PlayCanvas Blog - + diff --git a/physically-based-rendering-comes-to-webgl/index.html b/physically-based-rendering-comes-to-webgl/index.html index 851152106..6b12e526b 100644 --- a/physically-based-rendering-comes-to-webgl/index.html +++ b/physically-based-rendering-comes-to-webgl/index.html @@ -5,7 +5,7 @@ Physically Based Rendering comes to WebGL | PlayCanvas Blog - + diff --git a/plan-updates-more-storage-more-features-same-price/index.html b/plan-updates-more-storage-more-features-same-price/index.html index a4f229e31..356d615c9 100644 --- a/plan-updates-more-storage-more-features-same-price/index.html +++ b/plan-updates-more-storage-more-features-same-price/index.html @@ -5,14 +5,14 @@ Plan Updates: More Storage, More Features, Same Price | PlayCanvas Blog - +

    Plan Updates: More Storage, More Features, Same Price

    · 2 min read
    Steven Yau
    Partner Relations Manager

    Creativity makes our world a better place. PlayCanvas unlocks creativity through collaborative, frictionless tools that enable everybody to build, share and play together.

    With PlayCanvas, getting started with game development is as simple as clicking on a hyperlink. No installation, available wherever you have access to a browser and easily shareable for a real-time collaborative workspace.

    -

    Super Snappy Bowling -
    Super Snappy Bowling from NOWWA

    +

    Super Snappy Bowling
    +Super Snappy Bowling from NOWWA

    Until today, some aspects of the platform have been limited or restricted. This just holds back the creativity of our community. So today, we have some incredibly exciting news. We have updated our plans to make our tools even more accessible for everyone at all levels!

    New Plans

    We are now giving everyone:

    diff --git a/platform-game-starter-kit/index.html b/platform-game-starter-kit/index.html index 57d65320f..1a8252dee 100644 --- a/platform-game-starter-kit/index.html +++ b/platform-game-starter-kit/index.html @@ -5,12 +5,12 @@ Platform Game Starter Kit | PlayCanvas Blog - + -

    Platform Game Starter Kit

    · 2 min read

    PlayBot -
    Our new hero

    +

    Platform Game Starter Kit

    · 2 min read

    PlayBot
    +Our new hero

    Today we're pleased to introduce the updated, all new and fancy Platform Game Starter Kit. We've worked hard with the talented artist from SWOOOP to provide a complete set of code and assets for you to build your own platform games.

    From today, when you choose to create a new project you'll be given the option to start using the new Platform Game Starter Kit. Your new project will contain a short, but full, platform game.

    Contents

    @@ -33,7 +33,7 @@

    ContentsPunch -
    Punch - the bad guy

    +

    Punch
    +Punch - the bad guy

    \ No newline at end of file diff --git a/playcanvas-adds-sketchfab-itegration/index.html b/playcanvas-adds-sketchfab-itegration/index.html index e6f641a48..de306be10 100644 --- a/playcanvas-adds-sketchfab-itegration/index.html +++ b/playcanvas-adds-sketchfab-itegration/index.html @@ -5,7 +5,7 @@ PlayCanvas Adds Sketchfab Integration | PlayCanvas Blog - + diff --git a/playcanvas-brings-webgl-tools-that-work-to-gdc-2016/index.html b/playcanvas-brings-webgl-tools-that-work-to-gdc-2016/index.html index f5dd9a3d8..e6db86bc0 100644 --- a/playcanvas-brings-webgl-tools-that-work-to-gdc-2016/index.html +++ b/playcanvas-brings-webgl-tools-that-work-to-gdc-2016/index.html @@ -5,7 +5,7 @@ PlayCanvas brings WebGL Tools that Work to GDC 2016 | PlayCanvas Blog - + diff --git a/playcanvas-community-part-2-announcing-playcanvas-discussion/index.html b/playcanvas-community-part-2-announcing-playcanvas-discussion/index.html index 44ab415da..0ccac54b2 100644 --- a/playcanvas-community-part-2-announcing-playcanvas-discussion/index.html +++ b/playcanvas-community-part-2-announcing-playcanvas-discussion/index.html @@ -5,19 +5,19 @@ PlayCanvas Community Part 2 - Announcing PlayCanvas Discussion | PlayCanvas Blog - +

    PlayCanvas Community Part 2 - Announcing PlayCanvas Discussion

    · 2 min read

    In Part 1 we introduced PlayCanvas Answers, our Q&A site for getting technical help from the PlayCanvas community.

    Now we expanding our community features into the world of forums and random internet chatter. Though with the cutting edge technical flair that you've come to expect from PlayCanvas.

    PlayCanvas Discussion

    -

    PlayCanvas Forum -
    PlayCanvas Discussion

    +

    PlayCanvas Forum
    +PlayCanvas Discussion

    PlayCanvas Discussion is our community forum. Unlike Answers which is focussed on getting you solutions to problems, Discussion is for long rambling trains of thought, showing off your work, arguing back and forth about how best to implement a performant flocking algorithm in JavaScript and general holding court about all things Game Dev, HTML5 and PlayCanvas related.

    A little note on Discourse

    -

    Discourse logo -
    Civilized Discourse

    +

    Discourse logo
    +Civilized Discourse

    Forum software is perhaps one of the most neglected areas of web development, it never seemed to have it's web 2.0 moment like photo-sharing. Perhaps because all the hackers we're busy creating another Project Management SAAS platform. But now Jeff Atwood, of Coding Horror and Stack Overflow fame, and his team have created Discourse. A fancy new forum, designed to be great for communities and civilized discourse. Perfect for what we want for our community.

    Discourse is new software, so we're constantly updating it from their latest code. That means there maybe a few teething troubles but we think it's worth it. We hope you do to.

    See you on the forum.

    diff --git a/playcanvas-december-mega-update/index.html b/playcanvas-december-mega-update/index.html index 242c7a7a4..ce9aa3405 100644 --- a/playcanvas-december-mega-update/index.html +++ b/playcanvas-december-mega-update/index.html @@ -5,7 +5,7 @@ PlayCanvas December Mega Update | PlayCanvas Blog - + diff --git a/playcanvas-editor-improvements-for-march/index.html b/playcanvas-editor-improvements-for-march/index.html index 355296fab..2676cf8e3 100644 --- a/playcanvas-editor-improvements-for-march/index.html +++ b/playcanvas-editor-improvements-for-march/index.html @@ -5,7 +5,7 @@ PlayCanvas Editor Improvements for March | PlayCanvas Blog - + diff --git a/playcanvas-engine-reaches-1-0-0/index.html b/playcanvas-engine-reaches-1-0-0/index.html index fa442ee7d..db69c43ba 100644 --- a/playcanvas-engine-reaches-1-0-0/index.html +++ b/playcanvas-engine-reaches-1-0-0/index.html @@ -5,7 +5,7 @@ PlayCanvas Engine reaches 1.0.0! | PlayCanvas Blog - + diff --git a/playcanvas-feature-update-november-2015/index.html b/playcanvas-feature-update-november-2015/index.html index c19894e59..384e8e632 100644 --- a/playcanvas-feature-update-november-2015/index.html +++ b/playcanvas-feature-update-november-2015/index.html @@ -5,7 +5,7 @@ PlayCanvas Feature Update - November 2015 | PlayCanvas Blog - + diff --git a/playcanvas-feature-update/index.html b/playcanvas-feature-update/index.html index 275c03a12..b5cf8256f 100644 --- a/playcanvas-feature-update/index.html +++ b/playcanvas-feature-update/index.html @@ -5,7 +5,7 @@ PlayCanvas Feature Update | PlayCanvas Blog - + diff --git a/playcanvas-features-in-the-top-10-html5-games-of-2012/index.html b/playcanvas-features-in-the-top-10-html5-games-of-2012/index.html index ec3629c96..f36584548 100644 --- a/playcanvas-features-in-the-top-10-html5-games-of-2012/index.html +++ b/playcanvas-features-in-the-top-10-html5-games-of-2012/index.html @@ -5,7 +5,7 @@ PlayCanvas features in 'The top 10 HTML5 games of 2012' | PlayCanvas Blog - + diff --git a/playcanvas-game-jam/index.html b/playcanvas-game-jam/index.html index 6f801e449..484419472 100644 --- a/playcanvas-game-jam/index.html +++ b/playcanvas-game-jam/index.html @@ -5,24 +5,24 @@ PlayCanvas Game Jam | PlayCanvas Blog - +

    PlayCanvas Game Jam

    · 2 min read

    Yesterday, at PlayCanvas we hosted our first physical Game Jam. By physical, I mean we had all the developers in the same location, not that we made them run around and do push-ups!

    -

    Game Jammers -
    The PlayCanvas Game Jam Dungeon

    +

    Game Jammers
    +The PlayCanvas Game Jam Dungeon

    Based out of the 80s sci-fi haven that is the Virgin Media Game Space, a group of 9 of us spent the day hacking on brand new games, modelling manga robots, and techno beats.

    Yes, I know you wish you were there.

    -

    nebulousflynn -
    nebulousflynn making strange noises

    +

    nebulousflynn
    +nebulousflynn making strange noises

    For us this is an excellent opportunity to see developers at work, using our tools together to prototype ideas and build stuff.

    Your feedback is what makes PlayCanvas great.

    -

    roseninja and jellycakes -
    roseninja and jellycakes working on platformer "Squeaky Wheel"

    +

    roseninja and jellycakes
    +roseninja and jellycakes working on platformer "Squeaky Wheel"

    Go check out users roseninja, jellycakes, wilbefast, nebulousflynn and balkango who were all building games yesterday. It's early days for Flying robots of Death and Squeaky Wheel, but terrific work for an afternoon of coding and modelling.

    -

    Concentration -
    wilbefast concentrating on make robots kill each other

    +

    Concentration
    +wilbefast concentrating on make robots kill each other

    We've got more Game Jams coming up. Will is at onGameStart in Poland next week.

    Here's a little vine of Flying robots of Death for those who don't have two GamePads to plug-in and play.

    [iframe class="vine-embed" src="https://vine.co/v/h1FUVHi3mmK/embed/simple" width="600" height="600"]

    diff --git a/playcanvas-goes-open-source/index.html b/playcanvas-goes-open-source/index.html index 93f08d1cc..3479ae373 100644 --- a/playcanvas-goes-open-source/index.html +++ b/playcanvas-goes-open-source/index.html @@ -5,7 +5,7 @@ PlayCanvas goes open source | PlayCanvas Blog - + @@ -58,8 +58,8 @@

    Po

    PlayCanvas ticks all of these boxes beautifully. But don’t take our word for it – try it for yourself and discover a better way to make games.

    Speaking of Games

    It's all very well talking about engines and tools, but engines are only as good as the games they let you make. Fortunately we've got a doozy for you.

    -

    SWOOOP -
    SWOOOP - mobile browser game built using the PlayCanvas Engine

    +

    SWOOOP
    +SWOOOP - mobile browser game built using the PlayCanvas Engine

    SWOOOP is a great demonstration of what you can achieve with HTML5 and WebGL today. The game runs great in both mobile and desktop browsers and PlayCanvas also supports publishing to App Stores through third-party tools like Ludei's CocoonJS or the open source Ejecta project.

    Get Involved

    So you want to help us make the very best 3D engine on the web? Great! Head over to our GitHub page. Get cloning, starring and forking while it’s fresh!

    diff --git a/playcanvas-google-io/index.html b/playcanvas-google-io/index.html index 7e53c0dd0..31cc44d4e 100644 --- a/playcanvas-google-io/index.html +++ b/playcanvas-google-io/index.html @@ -5,7 +5,7 @@ PlayCanvas @ Google I/O | PlayCanvas Blog - + diff --git a/playcanvas-in-2014-a-year-in-review/index.html b/playcanvas-in-2014-a-year-in-review/index.html index b883f655e..e577d6b07 100644 --- a/playcanvas-in-2014-a-year-in-review/index.html +++ b/playcanvas-in-2014-a-year-in-review/index.html @@ -5,7 +5,7 @@ PlayCanvas in 2014: A Year In Review | PlayCanvas Blog - + @@ -20,8 +20,8 @@

    Asset StorePhysically Based Rendering

    Up until now PBR has only been available in the domain of AAA console and PC gaming. We’re excited to announce that PBR is coming to PlayCanvas.

    Right now, it is possible for all PlayCanvas users to create this kind of content, but some of the steps need to performed in code. Our next goal is to integrate these steps directly into the toolset to allow you to build and iterate even faster.

    -

    Star Lord Fan art using PBR in PlayCanvas -
    Star Lord Fan art using PBR in PlayCanvas

    +

    Star Lord Fan art using PBR in PlayCanvas
    +Star Lord Fan art using PBR in PlayCanvas

    Complete Website Redesign

    Over the past year we have also been busy redesigning our virtual home, playcanvas.com. We’ve focused on increasing the speed of browsing on the site and functionality. Now it’s fast and intuitive to use, giving you more time to work on your game!

    DevLogs

    @@ -36,8 +36,8 @@

    Material Ed

    Hard to remember a time before we had Material Editing. This year we deploy the Material Editing feature in the PlayCanvas Designer. This lets you customize the look of your models. And recently it's getting more and more advanced in particular with our new Physical Material type.

    SWOOOP

    Way back in March we unveiled SWOOOP, an endless flying game created by 2 team members in 4 weeks. This is our flagship game showing the capabilities of WebGL, but following our new PBR feature the sky really is the limit with PlayCanvas.

    -

    SWOOOP in Designer -
    The SWOOOP project is open to everyone

    +

    SWOOOP in Designer
    +The SWOOOP project is open to everyone

    TANX

    In July, a PlayCanvas user walked away a prize winner in a game jam with his game ColorTanks. In around 8 hours the developer had created an incredibly addictive multi player game, that has been played by over 12,000 gamers.

    PLAYHACK

    diff --git a/playcanvas-in-2015-webgl-goes-mainstream/index.html b/playcanvas-in-2015-webgl-goes-mainstream/index.html index 9903f31e8..d8017ddfc 100644 --- a/playcanvas-in-2015-webgl-goes-mainstream/index.html +++ b/playcanvas-in-2015-webgl-goes-mainstream/index.html @@ -5,7 +5,7 @@ PlayCanvas in 2015 - WebGL Goes Mainstream | PlayCanvas Blog - + diff --git a/playcanvas-in-2016-webgl-everywhere/index.html b/playcanvas-in-2016-webgl-everywhere/index.html index a6d771792..2a4e817dc 100644 --- a/playcanvas-in-2016-webgl-everywhere/index.html +++ b/playcanvas-in-2016-webgl-everywhere/index.html @@ -5,7 +5,7 @@ PlayCanvas in 2016 - WebGL Everywhere | PlayCanvas Blog - + diff --git a/playcanvas-in-ludum-dare-31/index.html b/playcanvas-in-ludum-dare-31/index.html index 99ac233ef..561c1637c 100644 --- a/playcanvas-in-ludum-dare-31/index.html +++ b/playcanvas-in-ludum-dare-31/index.html @@ -5,7 +5,7 @@ PLAYCANVAS in LUDUM DARE 31 | PlayCanvas Blog - + diff --git a/playcanvas-in-the-spotlight-at-3d-web-fest/index.html b/playcanvas-in-the-spotlight-at-3d-web-fest/index.html index 8d6ce5827..7dabf5d0c 100644 --- a/playcanvas-in-the-spotlight-at-3d-web-fest/index.html +++ b/playcanvas-in-the-spotlight-at-3d-web-fest/index.html @@ -5,7 +5,7 @@ PlayCanvas in the Spotlight at 3D Web Fest | PlayCanvas Blog - + diff --git a/playcanvas-interviewed-live-on-bbc-news/index.html b/playcanvas-interviewed-live-on-bbc-news/index.html index 2ee3b2a4d..92b1e1cb7 100644 --- a/playcanvas-interviewed-live-on-bbc-news/index.html +++ b/playcanvas-interviewed-live-on-bbc-news/index.html @@ -5,7 +5,7 @@ PlayCanvas Interviewed Live on BBC News | PlayCanvas Blog - + diff --git a/playcanvas-joins-autodesk-for-nordic-game/index.html b/playcanvas-joins-autodesk-for-nordic-game/index.html index 5dbb71a47..e4f27a297 100644 --- a/playcanvas-joins-autodesk-for-nordic-game/index.html +++ b/playcanvas-joins-autodesk-for-nordic-game/index.html @@ -5,7 +5,7 @@ PlayCanvas Joins Autodesk for Nordic Game | PlayCanvas Blog - + diff --git a/playcanvas-launches-gltf-2-0-viewer-tool/index.html b/playcanvas-launches-gltf-2-0-viewer-tool/index.html index a6016df67..381abfe7a 100644 --- a/playcanvas-launches-gltf-2-0-viewer-tool/index.html +++ b/playcanvas-launches-gltf-2-0-viewer-tool/index.html @@ -5,7 +5,7 @@ PlayCanvas launches glTF 2.0 Viewer Tool | PlayCanvas Blog - + diff --git a/playcanvas-maintenance-1102014/index.html b/playcanvas-maintenance-1102014/index.html index 5fb2b42c7..4b27a853c 100644 --- a/playcanvas-maintenance-1102014/index.html +++ b/playcanvas-maintenance-1102014/index.html @@ -5,7 +5,7 @@ PlayCanvas Maintenance 1/10/2014 | PlayCanvas Blog - + diff --git a/playcanvas-now-supports-microsoft-volumetric-video-playback/index.html b/playcanvas-now-supports-microsoft-volumetric-video-playback/index.html index fc8873fa2..46a16c131 100644 --- a/playcanvas-now-supports-microsoft-volumetric-video-playback/index.html +++ b/playcanvas-now-supports-microsoft-volumetric-video-playback/index.html @@ -5,7 +5,7 @@ PlayCanvas now supports Microsoft volumetric video playback | PlayCanvas Blog - + diff --git a/playcanvas-pioneers-3d-rich-media-ad-format-for-facebook-and-twitter/index.html b/playcanvas-pioneers-3d-rich-media-ad-format-for-facebook-and-twitter/index.html index 2e21a635d..861195501 100644 --- a/playcanvas-pioneers-3d-rich-media-ad-format-for-facebook-and-twitter/index.html +++ b/playcanvas-pioneers-3d-rich-media-ad-format-for-facebook-and-twitter/index.html @@ -5,14 +5,14 @@ PlayCanvas pioneers 3D rich media ad format for Facebook and Twitter | PlayCanvas Blog - +

    PlayCanvas pioneers 3D rich media ad format for Facebook and Twitter

    · 2 min read

    PlayCanvas, the leading tool for creating interactive 3D content for the web, today announced that it is powering the launch of the first interactive 3D social media campaign for Hutch Games’s smash hit mobile game MMX Racing featuring WWE.

    PlayCanvas and Hutch Games have collaborated to create a set of 3D interactive experiences for monster truck and wrestling fans on Twitter and Facebook. Players get a taste of the latest MMX Racing update right in their feed before going on to install the game.

    -

    MMX WWE interactive ad -
    Try the Triple H rich media ad

    +

    MMX WWE interactive ad
    +Try the Triple H rich media ad

    Currently interactive 3D content, including games, has always been locked up inside app stores and browser plugins. This means that on mobile devices, users have to suffer through the download and install process just to experience a bit of fun. PlayCanvas is the only engine technology that can bring these experiences to life on the web or in social networking apps.

    PlayCanvas co-founder and CEO Will Eastcott said today:

    diff --git a/playcanvas-referrals-just-a-little-thank-you/index.html b/playcanvas-referrals-just-a-little-thank-you/index.html index 93e67af6f..a3ff2b0e6 100644 --- a/playcanvas-referrals-just-a-little-thank-you/index.html +++ b/playcanvas-referrals-just-a-little-thank-you/index.html @@ -5,7 +5,7 @@ PlayCanvas Referrals: Just a little Thank You | PlayCanvas Blog - + diff --git a/playcanvas-referrals-program/index.html b/playcanvas-referrals-program/index.html index dfcb2d01f..75c42f07c 100644 --- a/playcanvas-referrals-program/index.html +++ b/playcanvas-referrals-program/index.html @@ -5,7 +5,7 @@ PlayCanvas Referrals Program | PlayCanvas Blog - + diff --git a/playcanvas-releases-gltf-viewer-2-0/index.html b/playcanvas-releases-gltf-viewer-2-0/index.html index c883bfbd1..4805d6bb0 100644 --- a/playcanvas-releases-gltf-viewer-2-0/index.html +++ b/playcanvas-releases-gltf-viewer-2-0/index.html @@ -5,7 +5,7 @@ PlayCanvas Releases glTF Viewer 2.0 | PlayCanvas Blog - + diff --git a/playcanvas-rest-api/index.html b/playcanvas-rest-api/index.html index b6a509df6..b990e71be 100644 --- a/playcanvas-rest-api/index.html +++ b/playcanvas-rest-api/index.html @@ -5,7 +5,7 @@ PlayCanvas REST API | PlayCanvas Blog - + diff --git a/playcanvas-review-of-2021/index.html b/playcanvas-review-of-2021/index.html index 7c52bc4fe..9c106b2f5 100644 --- a/playcanvas-review-of-2021/index.html +++ b/playcanvas-review-of-2021/index.html @@ -5,7 +5,7 @@ PlayCanvas Review of 2021 | PlayCanvas Blog - + diff --git a/playcanvas-review-of-2022/index.html b/playcanvas-review-of-2022/index.html index 690c1e949..2125dccd3 100644 --- a/playcanvas-review-of-2022/index.html +++ b/playcanvas-review-of-2022/index.html @@ -5,7 +5,7 @@ PlayCanvas Review of 2022 | PlayCanvas Blog - + diff --git a/playcanvas-scripts-2-0/index.html b/playcanvas-scripts-2-0/index.html index bfe73da04..e15a4f08a 100644 --- a/playcanvas-scripts-2-0/index.html +++ b/playcanvas-scripts-2-0/index.html @@ -5,7 +5,7 @@ PlayCanvas Scripts 2.0 | PlayCanvas Blog - + diff --git a/playcanvas-showcase-2021/index.html b/playcanvas-showcase-2021/index.html index 6ce26ba9c..eee3a9e80 100644 --- a/playcanvas-showcase-2021/index.html +++ b/playcanvas-showcase-2021/index.html @@ -5,7 +5,7 @@ PlayCanvas Showcase 2021 | PlayCanvas Blog - + diff --git a/playcanvas-sxsw/index.html b/playcanvas-sxsw/index.html index 9966303d1..e2fbdc27a 100644 --- a/playcanvas-sxsw/index.html +++ b/playcanvas-sxsw/index.html @@ -5,12 +5,12 @@ PlayCanvas @ SXSW | PlayCanvas Blog - + -

    PlayCanvas @ SXSW

    · One min read

    Will at SXSW Accelerator -
    CEO Will Eastcott at SXSW Accelerator

    +

    PlayCanvas @ SXSW

    · One min read

    Will at SXSW Accelerator
    +CEO Will Eastcott at SXSW Accelerator

    This past week the PlayCanvas founders have been deep in the heart of Texas at the celebrated mega-festival SXSW. We were chosen from over 500 companies to pitch to a enormous room full of business leads, journalists and tech enthusiasts. Will was on stage and we wowed them successfully enough to get through the final 3. Sadly another talented start-up crew beat us to the No. 1 slot, but a close 2nd is still pretty damn good.

    We've moved on from Austin now, and we're in San Francisco preparing plenty of exciting news and demos for the Game Developer Conference. We look forward to sharing lots more stuff with you this week!

    diff --git a/playcanvas-teams-with-tizen/index.html b/playcanvas-teams-with-tizen/index.html index ecc40f812..ab1c41236 100644 --- a/playcanvas-teams-with-tizen/index.html +++ b/playcanvas-teams-with-tizen/index.html @@ -5,7 +5,7 @@ PlayCanvas Teams with Tizen | PlayCanvas Blog - + diff --git a/playcanvas-to-support-flash-devs-as-adobe-kills-its-player/index.html b/playcanvas-to-support-flash-devs-as-adobe-kills-its-player/index.html index ebaa25880..9a3a8185f 100644 --- a/playcanvas-to-support-flash-devs-as-adobe-kills-its-player/index.html +++ b/playcanvas-to-support-flash-devs-as-adobe-kills-its-player/index.html @@ -5,7 +5,7 @@ PlayCanvas to Support Flash Devs as Adobe Kills its Player | PlayCanvas Blog - + diff --git a/playcanvas-unleashed-at-techstars-demo-day/index.html b/playcanvas-unleashed-at-techstars-demo-day/index.html index 47818a504..632e209db 100644 --- a/playcanvas-unleashed-at-techstars-demo-day/index.html +++ b/playcanvas-unleashed-at-techstars-demo-day/index.html @@ -5,7 +5,7 @@ PlayCanvas Unleashed at Techstars Demo Day | PlayCanvas Blog - + diff --git a/playcanvas-update-040714/index.html b/playcanvas-update-040714/index.html index a60c4bc22..7ac0b5952 100644 --- a/playcanvas-update-040714/index.html +++ b/playcanvas-update-040714/index.html @@ -5,13 +5,13 @@ PlayCanvas Update 04/07/14 | PlayCanvas Blog - +

    PlayCanvas Update 04/07/14

    · 2 min read
    Community Manager

    There has been plenty going on at HQ since our last update and it is all making game development on our engine that little bit easier. Here’s a run down of engine optimizations, new features and what happened behind the scenes at PlayCanvas this week.

    -

    Spacetifacts -
    Team HexPenguin's PlayCanvas game 'Spacetifacts' won the Malmo Game Jam

    +

    Spacetifacts
    +Team HexPenguin's PlayCanvas game 'Spacetifacts' won the Malmo Game Jam

    Asset Lists

    We now include Assets lists for each Pack when running your game, allowing you to load a Pack with all Assets. This means you can make multiple levels, each as a Pack and load them at runtime, reducing the amount of data you have to download upfront.

    Ranks and Nominations

    @@ -23,15 +23,9 @@

    HexPenguin used PlayCanvas in the Malmo Gam Jam to create their winning game. We love seeing progress in our communities projects but to hear that PlayCanvas users are using the engine to win (in the intense conditions of a game jam) is incredible. Why not play team HexPenguins award winning game here?

    Stay In The Loop

    \ No newline at end of file diff --git a/playcanvas-update-040814/index.html b/playcanvas-update-040814/index.html index faec6e15f..57e9ab80a 100644 --- a/playcanvas-update-040814/index.html +++ b/playcanvas-update-040814/index.html @@ -5,7 +5,7 @@ PlayCanvas Update 04/08/14 | PlayCanvas Blog - + diff --git a/playcanvas-update-080814/index.html b/playcanvas-update-080814/index.html index 813052673..aefb7f63f 100644 --- a/playcanvas-update-080814/index.html +++ b/playcanvas-update-080814/index.html @@ -5,7 +5,7 @@ PlayCanvas Update 08/08/14 | PlayCanvas Blog - + diff --git a/playcanvas-update-110714/index.html b/playcanvas-update-110714/index.html index 1e2b1601e..71b01e394 100644 --- a/playcanvas-update-110714/index.html +++ b/playcanvas-update-110714/index.html @@ -5,7 +5,7 @@ PlayCanvas Update 11/07/14 | PlayCanvas Blog - + @@ -26,22 +26,16 @@

    N
  • Light and camera representations are no longer be shown in the Designer for disabled lights and cameras
  • Develop conference

    -

    Develop Conference -
    Looks fancy doesn’t it? You’d think developers were paid as much as footballers... Dave isn’t actually in this picture by the way, so if you’re playing ‘Where’s Wally’, don’t, it’ll never end.

    +

    Develop Conference
    +Looks fancy doesn’t it? You’d think developers were paid as much as footballers... Dave isn’t actually in this picture by the way, so if you’re playing ‘Where’s Wally’, don’t, it’ll never end.

    We were incredibly pleased to be nominated for the Technical Innovation Award at the prestigious Develop Awards last week. David Evans, CTO and co-founder of PlayCanvas put in an appearance, but sadly, we lost out to Oculus and their Rift. Next year, however, the story will be very different.

    Develop Magazine

    We have been featured in a double-page spread in the venerable Develop Magazine. In the July 2014 issue (issue number 151), our CEO Will Eastcott is interviewed about the unique features of PlayCanvas, our drive to simplify collaboration between game developers and why PlayCanvas went open-source. Check it out!

    Stay In The Loop

    \ No newline at end of file diff --git a/playcanvas-update-150814/index.html b/playcanvas-update-150814/index.html index cc38571c4..502ea835a 100644 --- a/playcanvas-update-150814/index.html +++ b/playcanvas-update-150814/index.html @@ -5,7 +5,7 @@ PlayCanvas Update 15/08/14 | PlayCanvas Blog - + diff --git a/playcanvas-update-18714/index.html b/playcanvas-update-18714/index.html index 0c57b4205..872fc2d65 100644 --- a/playcanvas-update-18714/index.html +++ b/playcanvas-update-18714/index.html @@ -5,7 +5,7 @@ PlayCanvas Update 18/7/14 | PlayCanvas Blog - + diff --git a/playcanvas-update-200614/index.html b/playcanvas-update-200614/index.html index f12ec7c86..bfda00fd2 100644 --- a/playcanvas-update-200614/index.html +++ b/playcanvas-update-200614/index.html @@ -5,7 +5,7 @@ PlayCanvas Update 20/06/14 | PlayCanvas Blog - + diff --git a/playcanvas-update-211114/index.html b/playcanvas-update-211114/index.html index e03bd6868..1bcab1179 100644 --- a/playcanvas-update-211114/index.html +++ b/playcanvas-update-211114/index.html @@ -5,7 +5,7 @@ PlayCanvas Update 21/11/14 | PlayCanvas Blog - + diff --git a/playcanvas-update-2192014/index.html b/playcanvas-update-2192014/index.html index bd606bcfe..f01a5aa9f 100644 --- a/playcanvas-update-2192014/index.html +++ b/playcanvas-update-2192014/index.html @@ -5,7 +5,7 @@ PlayCanvas Update 21/9/2014 | PlayCanvas Blog - + diff --git a/playcanvas-update-25714/index.html b/playcanvas-update-25714/index.html index 841bd134b..33024ba19 100644 --- a/playcanvas-update-25714/index.html +++ b/playcanvas-update-25714/index.html @@ -5,7 +5,7 @@ PlayCanvas Update 25/7/14 | PlayCanvas Blog - + diff --git a/playcanvas-update-27-06-14/index.html b/playcanvas-update-27-06-14/index.html index 669ee2518..35af9cdf8 100644 --- a/playcanvas-update-27-06-14/index.html +++ b/playcanvas-update-27-06-14/index.html @@ -5,37 +5,31 @@ PlayCanvas Update 27/06/14 | PlayCanvas Blog - +

    PlayCanvas Update 27/06/14

    · 2 min read
    Community Manager

    No one ever called us inactive, we've had a busy week and we want to tell you all about it. Here’s a run down on improvements to the engine and what happened behind the scenes at PlayCanvas this week.

    -

    ColorTanks -
    The award winning colorTanks

    +

    ColorTanks
    +The award winning colorTanks

    New Custom and Built-In Post Effects

    Now you can select new modifications for your entity or you can create your own. we even have a step by step guide to help you write the custom script.

    -

    Post Effects -
    Beautiful Post Effects on Playbot

    +

    Post Effects
    +Beautiful Post Effects on Playbot

    Events

    Will made a trip to Spain as he showed off some Cloud Game Development at ARM's Booth in Barcelona and Dave gave attendees an introduction to PlayCanvas at a London event warming up to the GBSG Jam.

    -

    Arm Booth -
    Showing off in Barcelona

    +

    Arm Booth
    +Showing off in Barcelona

    PlayCanvas Projects

    Some members of the PlayCanvas Community made real strides with their projects too. Check out this great game by PlayCanvas user rerofumi.

    -

    Tamaaanya -
    One of your five a day: 'Tamaaanya' a cute carrot munching game made by PlayCanvas user rerofumi

    +

    Tamaaanya
    +One of your five a day: 'Tamaaanya' a cute carrot munching game made by PlayCanvas user rerofumi

    Also, PlayCanvas Senior Engineer Max gave his award winning game colorTanks a facelift too. Give it a try here!

    Stay In The Loop

    \ No newline at end of file diff --git a/playcanvas-update-51214/index.html b/playcanvas-update-51214/index.html index ece603ab2..45e429838 100644 --- a/playcanvas-update-51214/index.html +++ b/playcanvas-update-51214/index.html @@ -5,7 +5,7 @@ PlayCanvas Update 5/12/14 | PlayCanvas Blog - + diff --git a/playcanvas-update/index.html b/playcanvas-update/index.html index a0b9eb3f8..f5a412f69 100644 --- a/playcanvas-update/index.html +++ b/playcanvas-update/index.html @@ -5,7 +5,7 @@ PlayCanvas Update 13/06/14 | PlayCanvas Blog - + diff --git a/playcanvas-versus-unity-webgl/index.html b/playcanvas-versus-unity-webgl/index.html index 8cac7f8b3..0b2da4b2e 100644 --- a/playcanvas-versus-unity-webgl/index.html +++ b/playcanvas-versus-unity-webgl/index.html @@ -5,7 +5,7 @@ PlayCanvas versus Unity WebGL | PlayCanvas Blog - + diff --git a/playcanvas-versus-unreal-webgl/index.html b/playcanvas-versus-unreal-webgl/index.html index 9e88a144c..835f4391c 100644 --- a/playcanvas-versus-unreal-webgl/index.html +++ b/playcanvas-versus-unreal-webgl/index.html @@ -5,7 +5,7 @@ PlayCanvas versus Unreal WebGL | PlayCanvas Blog - + diff --git a/playcanvas-voted-number-1-webgl-engine-by-develop-magazine/index.html b/playcanvas-voted-number-1-webgl-engine-by-develop-magazine/index.html index ab9e48250..63de8b7af 100644 --- a/playcanvas-voted-number-1-webgl-engine-by-develop-magazine/index.html +++ b/playcanvas-voted-number-1-webgl-engine-by-develop-magazine/index.html @@ -5,7 +5,7 @@ PlayCanvas Voted the Leading WebGL Engine | PlayCanvas Blog - + diff --git a/playhack-april-rolling-balls-and-platforms/index.html b/playhack-april-rolling-balls-and-platforms/index.html index 904b59a10..e0b54f177 100644 --- a/playhack-april-rolling-balls-and-platforms/index.html +++ b/playhack-april-rolling-balls-and-platforms/index.html @@ -5,7 +5,7 @@ PLAYHACK April: Rolling balls and platforms | PlayCanvas Blog - + diff --git a/playhack-december-collecting-presents/index.html b/playhack-december-collecting-presents/index.html index 8cb488cd8..46fbebb8d 100644 --- a/playhack-december-collecting-presents/index.html +++ b/playhack-december-collecting-presents/index.html @@ -5,7 +5,7 @@ PLAYHACK December - Collecting Presents | PlayCanvas Blog - + diff --git a/playhack-december-creating-presents/index.html b/playhack-december-creating-presents/index.html index d9ec27eac..b7342da4d 100644 --- a/playhack-december-creating-presents/index.html +++ b/playhack-december-creating-presents/index.html @@ -5,7 +5,7 @@ PLAYHACK December - Creating Presents | PlayCanvas Blog - + diff --git a/playhack-december-jolly-santa/index.html b/playhack-december-jolly-santa/index.html index 7f2460ee1..4f61fb947 100644 --- a/playhack-december-jolly-santa/index.html +++ b/playhack-december-jolly-santa/index.html @@ -5,7 +5,7 @@ PLAYHACK December: Jolly Santa | PlayCanvas Blog - + @@ -32,8 +32,8 @@

    JudgingFeatured Winner

    On the 1st of January we will judge your projects and our favorite will be featured on the PlayCanvas landing page!

    -

    SRL -
    Play SRL by lizzip and auroraimortalis

    +

    SRL
    +Play SRL by lizzip and auroraimortalis

    Last Month

    With ramps, barrels, hyper speed turrets and explosions, last month's PlayHack was crazy (in the best way possible).

    Our favorite entry is SRL by PlayCanvas users lizzip and auroraimortalis, whose sci-fi maze game really impressed us using security cameras, laser doors and the Hover Tank acting as the villain. Amazing!

    diff --git a/playhack-december-player-character/index.html b/playhack-december-player-character/index.html index 532facd95..5b3508fce 100644 --- a/playhack-december-player-character/index.html +++ b/playhack-december-player-character/index.html @@ -5,7 +5,7 @@ PLAYHACK December - Player Character | PlayCanvas Blog - + diff --git a/playhack-july-15-join-the-indie-game-maker-contest/index.html b/playhack-july-15-join-the-indie-game-maker-contest/index.html index 90f787078..9a4517219 100644 --- a/playhack-july-15-join-the-indie-game-maker-contest/index.html +++ b/playhack-july-15-join-the-indie-game-maker-contest/index.html @@ -5,7 +5,7 @@ PLAYHACK: July '15 - Join the Indie Game Maker Contest | PlayCanvas Blog - + diff --git a/playhack-make-a-game-get-featured/index.html b/playhack-make-a-game-get-featured/index.html index e79f65ae8..7306fa9f1 100644 --- a/playhack-make-a-game-get-featured/index.html +++ b/playhack-make-a-game-get-featured/index.html @@ -5,7 +5,7 @@ PLAYHACK - Make a game, get featured | PlayCanvas Blog - + diff --git a/playhack-march-win-a-chromebook-2/index.html b/playhack-march-win-a-chromebook-2/index.html index 72bca1806..dbee283e2 100644 --- a/playhack-march-win-a-chromebook-2/index.html +++ b/playhack-march-win-a-chromebook-2/index.html @@ -5,7 +5,7 @@ PLAYHACK March - Win a Chromebook 2 | PlayCanvas Blog - + diff --git a/playhack-may-spaceships-and-win-a-google-cardboard/index.html b/playhack-may-spaceships-and-win-a-google-cardboard/index.html index ded447556..37141b11d 100644 --- a/playhack-may-spaceships-and-win-a-google-cardboard/index.html +++ b/playhack-may-spaceships-and-win-a-google-cardboard/index.html @@ -5,7 +5,7 @@ PLAYHACK May: Spaceships and win a Google Cardboard | PlayCanvas Blog - + diff --git a/playhack-may-winner/index.html b/playhack-may-winner/index.html index 8157c9740..68a59890f 100644 --- a/playhack-may-winner/index.html +++ b/playhack-may-winner/index.html @@ -5,7 +5,7 @@ PLAYHACK May Winner | PlayCanvas Blog - + diff --git a/playhack-november-adding-tank-controls/index.html b/playhack-november-adding-tank-controls/index.html index a023189d7..974b1c732 100644 --- a/playhack-november-adding-tank-controls/index.html +++ b/playhack-november-adding-tank-controls/index.html @@ -5,7 +5,7 @@ PLAYHACK November - Adding Tank Controls | PlayCanvas Blog - + diff --git a/playhack-november-camera-types/index.html b/playhack-november-camera-types/index.html index f4611b780..3fab98954 100644 --- a/playhack-november-camera-types/index.html +++ b/playhack-november-camera-types/index.html @@ -5,7 +5,7 @@ PLAYHACK November - Camera types | PlayCanvas Blog - + diff --git a/playhack-november-turrets-and-shooting-bullets/index.html b/playhack-november-turrets-and-shooting-bullets/index.html index ea99273cb..d6946eb1c 100644 --- a/playhack-november-turrets-and-shooting-bullets/index.html +++ b/playhack-november-turrets-and-shooting-bullets/index.html @@ -5,7 +5,7 @@ PLAYHACK November - Turrets and shooting bullets | PlayCanvas Blog - + diff --git a/playhack-we-challenge-you-to-a-jewel/index.html b/playhack-we-challenge-you-to-a-jewel/index.html index aa5eb604c..abcd9e9ee 100644 --- a/playhack-we-challenge-you-to-a-jewel/index.html +++ b/playhack-we-challenge-you-to-a-jewel/index.html @@ -5,7 +5,7 @@ PLAYHACK - We challenge you to a jewel! | PlayCanvas Blog - + diff --git a/playhack-we-have-a-winner/index.html b/playhack-we-have-a-winner/index.html index 31ef0de84..8b762aeb0 100644 --- a/playhack-we-have-a-winner/index.html +++ b/playhack-we-have-a-winner/index.html @@ -5,7 +5,7 @@ PLAYHACK: We have a winner! | PlayCanvas Blog - + diff --git a/playhack-with-arm-chromebook-winner/index.html b/playhack-with-arm-chromebook-winner/index.html index 0524c3a4d..2948dab8b 100644 --- a/playhack-with-arm-chromebook-winner/index.html +++ b/playhack-with-arm-chromebook-winner/index.html @@ -5,7 +5,7 @@ PLAYHACK with ARM: Chromebook Winner | PlayCanvas Blog - + diff --git a/playhack-with-playjam-2/index.html b/playhack-with-playjam-2/index.html index 066a9cd9a..19d9b47eb 100644 --- a/playhack-with-playjam-2/index.html +++ b/playhack-with-playjam-2/index.html @@ -5,7 +5,7 @@ PLAYHACK with PlayJam | PlayCanvas Blog - + diff --git a/playhack-with-playjam-starts-on-monday/index.html b/playhack-with-playjam-starts-on-monday/index.html index 5d524f5e0..3924794a6 100644 --- a/playhack-with-playjam-starts-on-monday/index.html +++ b/playhack-with-playjam-starts-on-monday/index.html @@ -5,7 +5,7 @@ PLAYHACK with PlayJam starts on Monday | PlayCanvas Blog - + diff --git a/playhack-with-playjam-starts-today/index.html b/playhack-with-playjam-starts-today/index.html index 5ad5e80d4..1fc42f4b0 100644 --- a/playhack-with-playjam-starts-today/index.html +++ b/playhack-with-playjam-starts-today/index.html @@ -5,7 +5,7 @@ PLAYHACK with PlayJam starts today | PlayCanvas Blog - + diff --git a/playhack-with-playjam-winners/index.html b/playhack-with-playjam-winners/index.html index 9035e6386..6eab46547 100644 --- a/playhack-with-playjam-winners/index.html +++ b/playhack-with-playjam-winners/index.html @@ -5,7 +5,7 @@ PLAYHACK with PlayJam: Winners | PlayCanvas Blog - + diff --git a/playhack-with-playjam/index.html b/playhack-with-playjam/index.html index 17cfec3f2..a46b9747d 100644 --- a/playhack-with-playjam/index.html +++ b/playhack-with-playjam/index.html @@ -5,7 +5,7 @@ PLAYHACK with Playjam | PlayCanvas Blog - + diff --git a/porting-a-large-es5-javascript-library-to-es6-modules-and-rollup/index.html b/porting-a-large-es5-javascript-library-to-es6-modules-and-rollup/index.html index b7468d3d5..86bf22095 100644 --- a/porting-a-large-es5-javascript-library-to-es6-modules-and-rollup/index.html +++ b/porting-a-large-es5-javascript-library-to-es6-modules-and-rollup/index.html @@ -5,7 +5,7 @@ Porting a Large ES5 JavaScript Library to ES6 Modules and Rollup | PlayCanvas Blog - + diff --git a/porting-from-unity-to-playcanvas-developer-spotlight-with-christina-kaliora/index.html b/porting-from-unity-to-playcanvas-developer-spotlight-with-christina-kaliora/index.html index ef46dabf7..29ab4a9d0 100644 --- a/porting-from-unity-to-playcanvas-developer-spotlight-with-christina-kaliora/index.html +++ b/porting-from-unity-to-playcanvas-developer-spotlight-with-christina-kaliora/index.html @@ -5,7 +5,7 @@ Porting from Unity to PlayCanvas - Developer Spotlight with Christina Kaliora | PlayCanvas Blog - + diff --git a/porting-unreal-scenes-to-browser-with-playcanvas-developer-spotlight-with-leonidas-maliokas/index.html b/porting-unreal-scenes-to-browser-with-playcanvas-developer-spotlight-with-leonidas-maliokas/index.html index 36a0cc677..88de000dd 100644 --- a/porting-unreal-scenes-to-browser-with-playcanvas-developer-spotlight-with-leonidas-maliokas/index.html +++ b/porting-unreal-scenes-to-browser-with-playcanvas-developer-spotlight-with-leonidas-maliokas/index.html @@ -5,7 +5,7 @@ Porting Unreal Scenes to the Browser with PlayCanvas - Developer Spotlight with Leonidas Maliokas | PlayCanvas Blog - + diff --git a/primitives-are-dead-long-live-the-model/index.html b/primitives-are-dead-long-live-the-model/index.html index 1fa278cc8..105ec7260 100644 --- a/primitives-are-dead-long-live-the-model/index.html +++ b/primitives-are-dead-long-live-the-model/index.html @@ -5,7 +5,7 @@ Primitives are Dead! Long Live the Model! | PlayCanvas Blog - + diff --git a/publishing-html5-games-on-the-chrome-web-store/index.html b/publishing-html5-games-on-the-chrome-web-store/index.html index cc6c9ce46..0ff1c7871 100644 --- a/publishing-html5-games-on-the-chrome-web-store/index.html +++ b/publishing-html5-games-on-the-chrome-web-store/index.html @@ -5,7 +5,7 @@ Publishing HTML5 Games on the Chrome Web Store | PlayCanvas Blog - + diff --git a/realtime-chat-lands-in-the-playcanvas-editor/index.html b/realtime-chat-lands-in-the-playcanvas-editor/index.html index b783f20af..55ff7ebfb 100644 --- a/realtime-chat-lands-in-the-playcanvas-editor/index.html +++ b/realtime-chat-lands-in-the-playcanvas-editor/index.html @@ -5,7 +5,7 @@ Realtime Chat Lands in the PlayCanvas Editor | PlayCanvas Blog - + diff --git a/refinements-aplenty-for-our-webgl-editor/index.html b/refinements-aplenty-for-our-webgl-editor/index.html index 29b6a5504..5798274d5 100644 --- a/refinements-aplenty-for-our-webgl-editor/index.html +++ b/refinements-aplenty-for-our-webgl-editor/index.html @@ -5,7 +5,7 @@ Refinements aplenty for our WebGL Editor | PlayCanvas Blog - + diff --git a/rss.xml b/rss.xml index bff77d3a1..f0f03977e 100644 --- a/rss.xml +++ b/rss.xml @@ -440,8 +440,8 @@ WebGPU is a cutting-edge technology that promises to revolutionize the way 3D graphics are handled on the web. As the successor to WebGL, WebGPU provides faster and more efficient rendering capabilities for complex 3D graphics and simulations.

    PlayCanvas has been at the forefront of this new technology and has been working on adding WebGPU support to its platform.

    With WebGPU, we can expect to see more immersive and interactive 3D experiences on the web in the future.

    -

    WebGPU Area Lights -
    PlayCanvas WebGPU Clustered Area Lights Demo

    +

    WebGPU Area Lights
    +PlayCanvas WebGPU Clustered Area Lights Demo

    Refactoring of WebGL engine

    Before adding support for WebGPU, it's important to discuss the significant amount of refactoring work that was required on our existing WebGL engine. Implementing deeper architectural changes while preserving backwards compatibility required a significant amount of meticulous care.

      diff --git a/runtime-lightmap-generation-for-webgl/index.html b/runtime-lightmap-generation-for-webgl/index.html index 110a94eba..b3d5577c3 100644 --- a/runtime-lightmap-generation-for-webgl/index.html +++ b/runtime-lightmap-generation-for-webgl/index.html @@ -5,7 +5,7 @@ Runtime Lightmap Generation for WebGL | PlayCanvas Blog - + diff --git a/scene-launching-supercharged/index.html b/scene-launching-supercharged/index.html index 698ccf063..7734f7623 100644 --- a/scene-launching-supercharged/index.html +++ b/scene-launching-supercharged/index.html @@ -5,7 +5,7 @@ Scene Launching Supercharged! | PlayCanvas Blog - + diff --git a/see-your-friends/index.html b/see-your-friends/index.html index b1484082a..433166688 100644 --- a/see-your-friends/index.html +++ b/see-your-friends/index.html @@ -5,7 +5,7 @@ See Your Friends! | PlayCanvas Blog - + diff --git a/seemore-physically-based-rendering-in-webgl/index.html b/seemore-physically-based-rendering-in-webgl/index.html index 162f788e3..4142ce436 100644 --- a/seemore-physically-based-rendering-in-webgl/index.html +++ b/seemore-physically-based-rendering-in-webgl/index.html @@ -5,7 +5,7 @@ Seemore: Physically Based Rendering in WebGL | PlayCanvas Blog - + diff --git a/snappy-new-update/index.html b/snappy-new-update/index.html index b29e8c199..5190e6948 100644 --- a/snappy-new-update/index.html +++ b/snappy-new-update/index.html @@ -5,7 +5,7 @@ Snappy New Update | PlayCanvas Blog - + diff --git a/starter-kits/index.html b/starter-kits/index.html index b0ca31d44..153d6f34d 100644 --- a/starter-kits/index.html +++ b/starter-kits/index.html @@ -5,17 +5,17 @@ Starter Kits | PlayCanvas Blog - +

      Starter Kits

      · One min read

      Get hacking on a game instantly with our Platformer and FPS starter kits.

      Today we've launched a new feature to help get you up and running in PlayCanvas super-quick. Instead of starting with the dreaded blank project, now you can instantly get yourself a game to start hacking on.

      We've got two styles of game to start with.

      -

      Platform Game Starter Kit -
      The Platform Game Starter Kit

      -

      FPS Game Starter kit -
      The FPS Game Starter Kit

      +

      Platform Game Starter Kit
      +The Platform Game Starter Kit

      +

      FPS Game Starter kit
      +The FPS Game Starter Kit

      You can select a starter kit via the New Project dialog. This is just the first two we've got up and running, with more improvements to come. Head over to the forum with suggestions for more starter kits.

      \ No newline at end of file diff --git a/supercharge-your-workflow-with-template-assets/index.html b/supercharge-your-workflow-with-template-assets/index.html index 02351e5ed..14e17d050 100644 --- a/supercharge-your-workflow-with-template-assets/index.html +++ b/supercharge-your-workflow-with-template-assets/index.html @@ -5,7 +5,7 @@ Supercharge your workflow with Template Assets! | PlayCanvas Blog - + diff --git a/swooop-ladycade/index.html b/swooop-ladycade/index.html index da3e95153..3bd9a1f4b 100644 --- a/swooop-ladycade/index.html +++ b/swooop-ladycade/index.html @@ -5,7 +5,7 @@ SWOOOP @ LadyCADE | PlayCanvas Blog - + diff --git a/swooop/index.html b/swooop/index.html index dd10180cc..54725aa4f 100644 --- a/swooop/index.html +++ b/swooop/index.html @@ -5,12 +5,12 @@ SWOOOP | PlayCanvas Blog - + -

      SWOOOP

      · 2 min read

      SWOOOP title -
      SWOOOP - mobile browser game built using the PlayCanvas Engine

      +

      SWOOOP

      · 2 min read

      SWOOOP title
      +SWOOOP - mobile browser game built using the PlayCanvas Engine

      Today, PlayCanvas is excited to reveal SWOOOP. Our latest example of true cross-platform gaming.

      In SWOOOP fly your bi-plane around a magical island collecting gems and competing for the highest score.

      SWOOOP is a fantastic example of how PlayCanvas, WebGL and HTML5 are offering game developers new, efficient ways to create games and accessible ways to get games into the hands of players.

      @@ -20,8 +20,8 @@

      Mobile App Stores

      While SWOOOP runs great in browsers, both desktop and mobile, it's important that we allow game creators the widest possible distribution. Which is why we've partnered with Ludei. Using their CocoonJS technology we're able to compile SWOOOP to a native application that can run on both Android and iOS devices. Look out for SWOOOP in mobile app stores really soon.

      Open Project

      -

      SWOOOP in Designer -
      The SWOOOP project is open to everyone

      +

      SWOOOP in Designer
      +The SWOOOP project is open to everyone

      For PlayCanvas developers, there's even better news. The SWOOOP project is open for you to view right now! Browse the project for yourself and learn how the PlayCanvas team make games using the engine.

      And finally, don't forget to share http://swooop.playcanvas.com with your friends and share your high scores with us!

      diff --git a/tags/ads/index.html b/tags/ads/index.html index bba7456e3..8f064d9d7 100644 --- a/tags/ads/index.html +++ b/tags/ads/index.html @@ -5,7 +5,7 @@ 3 posts tagged with "ads" | PlayCanvas Blog - + @@ -44,27 +44,27 @@

      PlayCanvas pioneers 3D rich media ad format for Facebook and Twitter

      · 2 min read

      PlayCanvas, the leading tool for creating interactive 3D content for the web, today announced that it is powering the launch of the first interactive 3D social media campaign for Hutch Games’s smash hit mobile game MMX Racing featuring WWE.

      PlayCanvas and Hutch Games have collaborated to create a set of 3D interactive experiences for monster truck and wrestling fans on Twitter and Facebook. Players get a taste of the latest MMX Racing update right in their feed before going on to install the game.

      -

      MMX WWE interactive ad -
      Try the Triple H rich media ad

      +

      MMX WWE interactive ad
      +Try the Triple H rich media ad

      Currently interactive 3D content, including games, has always been locked up inside app stores and browser plugins. This means that on mobile devices, users have to suffer through the download and install process just to experience a bit of fun. PlayCanvas is the only engine technology that can bring these experiences to life on the web or in social networking apps.

      PlayCanvas co-founder and CEO Will Eastcott said today:

      User acquisition is the biggest problem facing mobile game developers today. By using their existing assets in exciting, shareable and viral ways game developers can attract engaged players who have already demonstrated an interest in their game.

      This is changing the way developers think about promoting their games. PlayCanvas has unlocked the ability to make beautiful and exciting visuals available directly to players, in their browser and in their social network feeds. We know that interactive content can convert users as much as 50% more than static images and we expect PlayCanvas-powered interactive campaigns to become the standard way to promote mobile games.

      DOOH and PlayCanvas debut Giant Space Invaders at Cannes Lions

      · 2 min read

      Cannes Lions is the world's biggest annual awards show and festival for professionals in the creative communications industry.

      -

      Giant Space Invaders -
      Passers-by playing the world's biggest space invaders on their smartphones

      +

      Giant Space Invaders
      +Passers-by playing the world's biggest space invaders on their smartphones

      Dominating the sea-front is the Grand Cannes, a vast 18 meter wide LED screen that sits atop the Grand Hotel. DOOH, a world leader in Digital Out Of Home experiences, wanted to create a gaming experience people could play on that screen to wow the world of advertising.

      "At DOOH, we're constantly devising new and refreshing ways to engage consumers as they go about their lives." said Andrew Newman, CEO of DOOH. "Gaming has a key role in that. So at Cannes Lions, we're enabling passers by to play the world's largest game of Space Invaders. And since everybody has a smartphone, everybody can play. Just visit a web link to load up the DOOHpad, our virtual controller. To build DOOH Invaders, we needed a partner who understands the intersection of gaming and advertising. The natural choice was PlayCanvas and they've built something truly special."

      -

      DOOH Invaders -
      DOOH Invaders: Running on the 20m wide Grand Cannes

      -

      DOOH Pad -
      The DOOHPad that runs on your smartphone

      +

      DOOH Invaders
      +DOOH Invaders: Running on the 20m wide Grand Cannes

      +

      DOOH Pad
      +The DOOHPad that runs on your smartphone

      "We're absolutely delighted to have worked with DOOH on this campaign." says Will Eastcott, PlayCanvas' CEO. "DOOH are the masters of high profile, head-turning marketing campaigns and this one marks a new high. PlayCanvas technology enables super-accessible, frictionless gaming experiences that are delivered over the web and can be played by all. No need to visit an app store. Just instant fun. PlayCanvas opens the door to a whole new world of interactive possibilities for advertisers."

      DOOH Invaders is playable throughout the Cannes Lions festival. So if you're in the area, swing by the Grand Hotel and see if you can beat the latest high score and impress everybody on the beach!

      -

      PlayCanvas on Hotel -
      PlayCanvas rules from on high!

      +

      PlayCanvas on Hotel
      +PlayCanvas rules from on high!

    \ No newline at end of file diff --git a/tags/animation/index.html b/tags/animation/index.html index 0a58e0ec4..2ccad1390 100644 --- a/tags/animation/index.html +++ b/tags/animation/index.html @@ -5,12 +5,12 @@ 2 posts tagged with "animation" | PlayCanvas Blog - + -

    2 posts tagged with "animation"

    View All Tags

    Anim Layer Masks and Blending

    · 4 min read
    Elliott Thompson
    Software Engineer

    -
    RUN DEMO

    +

    2 posts tagged with "animation"

    View All Tags

    Anim Layer Masks and Blending

    · 4 min read
    Elliott Thompson
    Software Engineer


    +RUN DEMO

    Today, we are releasing the latest anim component feature: the masking and blending of anim layers.

    This is a versatile feature that has been hotly requested by PlayCanvas developers that wish to get even more creative with their animations. We’re excited to be able to share how it works in this blog.

    Animating characters

    @@ -29,8 +29,8 @@

    Anim Lay

    Previously when using the anim component, you could play any number of animations on top of each other by creating multiple anim layers. However, any animations from subsequent layers that animate the same bones as previous ones will completely overwrite those previous animations.

    That meant that even if you were to add a shooting animation to the top half of a character, it would always be playing over a walking animation that was placed on a previous layer.

    Now with anim layer blending, it is possible to smoothly blend subsequent layers in and out, changing the weight each layer contributes to the characters animation in real time.

    -

    -
    Animation layer blending in the PlayCanvas examples browser

    +


    +Animation layer blending in the PlayCanvas examples browser

    When editing an AnimStateGraph asset, you’re now presented with two Blend Type options in each layer. The Overwrite option is set by default and works as before, each subsequent layer completely overwrites the animation values of previous layers.

    However, now, if you select the ‘Additive’ option, the anim system will take the weight of each additive layer into account and blend the layered animations accordingly. This is a great way to blend one animation on top of another.

    @@ -54,8 +54,8 @@

    Graph Layers - Split your animation behavior into separate layers. For instance: locomotion animations can be separated from facial expressions.

    Multiple characters - Because anim state graphs are stored as assets, a single graph can be used to drive the animation of as many entities as you want by assigning your graph asset to multiple entity anim components.

    -

    -
    Multiple characters utilizing the same anim state graph

    +


    +Multiple characters utilizing the same anim state graph

    While these two characters use different animations for their various actions, they share the same behavior. With the anim state graph you can update this behavior in one place while still using it with as many characters as you like.

    How does it all work?

    When opening an Anim State Graph asset you’ll be presented with a visual graph editor which allows you to define all of the different animation states your game object can be in. You can then connect these states using transitions.

    @@ -70,8 +70,8 @@

    Looking Ahead<

    Animation Events - These events can be set up to fire and specific points during the lifetime of an animation, allowing you to hook game logic into the behavior of your anim state graph. For example you could spawn a set of dust particles during the exact frame that your character lands on the ground after a jump.

    Layer Masking - You’ll be able mask your character animations on a particular state graph layer. For instance you could have only the bottom half of a character driven by a particular anim state graph layer.

    Blend Trees - Directly control the blend between multiple animations in real time.

    -

    -
    Blending three animations using a 2D cartesian blend tree

    +


    +Blending three animations using a 2D cartesian blend tree

    Animation Clips - Currently the anim state graph supports animation assets that have been imported into PlayCanvas. Clips will allow you to create extra animation assets within the PlayCanvas editor yourself! These will be great for quickly adding smaller animated flourishes to your game objects.

    If you’re interested in using anim state graphs in your PlayCanvas projects, here’s some useful links:

      diff --git a/tags/apple/index.html b/tags/apple/index.html index 1d41e2697..f3bcab480 100644 --- a/tags/apple/index.html +++ b/tags/apple/index.html @@ -5,7 +5,7 @@ 4 posts tagged with "apple" | PlayCanvas Blog - + diff --git a/tags/ar/index.html b/tags/ar/index.html index 55031e1a2..3c3beec5f 100644 --- a/tags/ar/index.html +++ b/tags/ar/index.html @@ -5,7 +5,7 @@ 6 posts tagged with "ar" | PlayCanvas Blog - + diff --git a/tags/asset-store/index.html b/tags/asset-store/index.html index 9d1b29396..1e02d0abd 100644 --- a/tags/asset-store/index.html +++ b/tags/asset-store/index.html @@ -5,7 +5,7 @@ 3 posts tagged with "asset-store" | PlayCanvas Blog - + diff --git a/tags/compression/index.html b/tags/compression/index.html index 10316655b..20ec89204 100644 --- a/tags/compression/index.html +++ b/tags/compression/index.html @@ -5,7 +5,7 @@ 5 posts tagged with "compression" | PlayCanvas Blog - + diff --git a/tags/demo/index.html b/tags/demo/index.html index 51ec8e353..9908e6c9d 100644 --- a/tags/demo/index.html +++ b/tags/demo/index.html @@ -5,7 +5,7 @@ 4 posts tagged with "demo" | PlayCanvas Blog - + diff --git a/tags/documentation/index.html b/tags/documentation/index.html index 31385e177..2fbbec8a8 100644 --- a/tags/documentation/index.html +++ b/tags/documentation/index.html @@ -5,7 +5,7 @@ One post tagged with "documentation" | PlayCanvas Blog - + diff --git a/tags/editor/index.html b/tags/editor/index.html index 122dad4ea..40808116d 100644 --- a/tags/editor/index.html +++ b/tags/editor/index.html @@ -5,7 +5,7 @@ 50 posts tagged with "editor" | PlayCanvas Blog - + @@ -157,8 +157,8 @@

    • Submit pull requests for fixes and API changes.
    • Watch the repo or individual issues to stay updated on progress in real-time.
    -

    Start experimenting and share your projects using the Editor API in the forums!

    Anim Layer Masks and Blending

    · 4 min read
    Elliott Thompson
    Software Engineer


    +RUN DEMO

    Today, we are releasing the latest anim component feature: the masking and blending of anim layers.

    This is a versatile feature that has been hotly requested by PlayCanvas developers that wish to get even more creative with their animations. We’re excited to be able to share how it works in this blog.

    Animating characters

    @@ -177,8 +177,8 @@

    Anim Lay

    Previously when using the anim component, you could play any number of animations on top of each other by creating multiple anim layers. However, any animations from subsequent layers that animate the same bones as previous ones will completely overwrite those previous animations.

    That meant that even if you were to add a shooting animation to the top half of a character, it would always be playing over a walking animation that was placed on a previous layer.

    Now with anim layer blending, it is possible to smoothly blend subsequent layers in and out, changing the weight each layer contributes to the characters animation in real time.

    -

    -
    Animation layer blending in the PlayCanvas examples browser

    +


    +Animation layer blending in the PlayCanvas examples browser

    When editing an AnimStateGraph asset, you’re now presented with two Blend Type options in each layer. The Overwrite option is set by default and works as before, each subsequent layer completely overwrites the animation values of previous layers.

    However, now, if you select the ‘Additive’ option, the anim system will take the weight of each additive layer into account and blend the layered animations accordingly. This is a great way to blend one animation on top of another.

    diff --git a/tags/editor/page/2/index.html b/tags/editor/page/2/index.html index c5412713c..fb2c28f21 100644 --- a/tags/editor/page/2/index.html +++ b/tags/editor/page/2/index.html @@ -5,7 +5,7 @@ 50 posts tagged with "editor" | PlayCanvas Blog - + @@ -99,8 +99,8 @@

    Quest

    Features

    Graph Layers - Split your animation behavior into separate layers. For instance: locomotion animations can be separated from facial expressions.

    Multiple characters - Because anim state graphs are stored as assets, a single graph can be used to drive the animation of as many entities as you want by assigning your graph asset to multiple entity anim components.

    -

    -
    Multiple characters utilizing the same anim state graph

    +


    +Multiple characters utilizing the same anim state graph

    While these two characters use different animations for their various actions, they share the same behavior. With the anim state graph you can update this behavior in one place while still using it with as many characters as you like.

    How does it all work?

    When opening an Anim State Graph asset you’ll be presented with a visual graph editor which allows you to define all of the different animation states your game object can be in. You can then connect these states using transitions.

    @@ -115,8 +115,8 @@

    Looking Ahead<

    Animation Events - These events can be set up to fire and specific points during the lifetime of an animation, allowing you to hook game logic into the behavior of your anim state graph. For example you could spawn a set of dust particles during the exact frame that your character lands on the ground after a jump.

    Layer Masking - You’ll be able mask your character animations on a particular state graph layer. For instance you could have only the bottom half of a character driven by a particular anim state graph layer.

    Blend Trees - Directly control the blend between multiple animations in real time.

    -

    -
    Blending three animations using a 2D cartesian blend tree

    +


    +Blending three animations using a 2D cartesian blend tree

    Animation Clips - Currently the anim state graph supports animation assets that have been imported into PlayCanvas. Clips will allow you to create extra animation assets within the PlayCanvas editor yourself! These will be great for quickly adding smaller animated flourishes to your game objects.

    If you’re interested in using anim state graphs in your PlayCanvas projects, here’s some useful links:

    Introducing the PlayCanvas Localization System

    · One min read

    Are you shipping your PlayCanvas app or game in just one language? You may be preventing international users from enjoying it! Today, we are happy to announce the arrival of a localization system built right into the PlayCanvas Editor!

    -

    Bitmoji Party Localized -
    PlayCanvas-powered Bitmoji Party localized into English, Spanish and French

    +

    Bitmoji Party Localized
    +PlayCanvas-powered Bitmoji Party localized into English, Spanish and French

    The system works in tandem with PlayCanvas' text element component and it's super-easy to use. The text element interface now provides a 'Localized' property and when checked, you can enter a Key instead of a Text string.

    -

    Localized String -
    New text element properties for enabling localized text

    +

    Localized String
    +New text element properties for enabling localized text

    The Key is the string used to look up a localized string based on the user's currently selected locale. The localized string data is stored in JSON assets and is documented, along with the rest of the system, here. You can even preview your localized User Interface by choosing a locale in the Editor Settings panel:

    -

    Locale Setting -
    Locale setting in the Scene Settings panel

    +

    Locale Setting
    +Locale setting in the Scene Settings panel

    We look forward to playing your newly localized games!

    \ No newline at end of file diff --git a/tags/editor/page/3/index.html b/tags/editor/page/3/index.html index ea71c005b..9dedf40be 100644 --- a/tags/editor/page/3/index.html +++ b/tags/editor/page/3/index.html @@ -5,7 +5,7 @@ 50 posts tagged with "editor" | PlayCanvas Blog - + diff --git a/tags/editor/page/4/index.html b/tags/editor/page/4/index.html index 22a14b872..4b8b186e2 100644 --- a/tags/editor/page/4/index.html +++ b/tags/editor/page/4/index.html @@ -5,7 +5,7 @@ 50 posts tagged with "editor" | PlayCanvas Blog - + diff --git a/tags/editor/page/5/index.html b/tags/editor/page/5/index.html index b2a3b6875..a20bb02f8 100644 --- a/tags/editor/page/5/index.html +++ b/tags/editor/page/5/index.html @@ -5,7 +5,7 @@ 50 posts tagged with "editor" | PlayCanvas Blog - + @@ -88,8 +88,8 @@

    How it WorksWe hope you enjoy the new power we've given you today. Just enjoy it responsibly. 😉

    For more information on materials see the page in our documentation.

    Friday Assets Mega-update

    · 3 min read

    Drag and Drop, uploading and thumbnails, no longer a pain in the asset.

    This week has been the week of the Asset at PlayCanvas. We taken a long hard look at how we add and use Assets and we've buffed and polished the process, taking off the ragged edges so that your workflow is now super smooth. Plus our big new feature, the PlayCanvas Asset Library. Find out more below

    -

    Use pre-made 3D models in your game -
    Use pre-made 3D models in your game

    +

    Use pre-made 3D models in your game
    +Use pre-made 3D models in your game

    Uploading to the Designer

    You can now drag and drop files from your desktop straight into the Designer. This means you never need to leave the Designer tab. Even better, if you drag an 3D model file (like an FBX) into the 3D view, your model will be uploaded, converted and a new Entity with model component all set up will be created for you. So it's super easy to get models into your Pack.

    Asset Explorer Polish

    @@ -97,8 +97,8 @@

    Asset

    Drag and Drop Everywhere

    You can now drag Assets from the Asset Explorer and drop them into many different places. The first is simple, if you drop a model asset into the 3D view, you'll get a new Model Entity. But also you can drag Assets and drop them into Asset pickers in any of the components that accept assets. This applies to models, animations, audio, etc, but also when you are editing Materials, you can just drop the textures into the slots. Speaking of textures...

    Texture Thumbnails

    -

    Texture assets now have thumbnails -
    Texture assets now have thumbnails

    +

    Texture assets now have thumbnails
    +Texture assets now have thumbnails

    We've started working on thumbnails for all Assets, but as a quick starter, textures now display with the proper thumbnail. No more guessing which one is the normal map when you're setting up your materials. Thumbnails for more Asset will be done soon.

    Asset Library

    @@ -114,8 +114,8 @@

    Asset Library<

    We're now displaying the camera's of all the users who are viewing your pack. Now it's really starting to feel like a collaborative process when you are building your game.

    So, invite your friends and get building!

    Let us know what you think about this feature in the forums

    New Look Designer

    · One min read

    We've updated the Designer theme to give it an all-new Pro look.

    -

    New Designer Theme -
    Black is the new Black

    +

    New Designer Theme
    +Black is the new Black

    Functionally it remains the same, but we'll be focussing on making a few of the controls more intuitive over the next few weeks.

    Let us know what you think on the forums.

    Importing in the Cloud: New Asset Pipeline

    · One min read

    We're taking the pain away from converting and uploading assets.

    We're really excited to announce the launch of our new asset pipeline feature, which allows you to import all your assets into PlayCanvas via your web browser.

    diff --git a/tags/engine/index.html b/tags/engine/index.html index dd05236d8..eee95d273 100644 --- a/tags/engine/index.html +++ b/tags/engine/index.html @@ -5,7 +5,7 @@ 11 posts tagged with "engine" | PlayCanvas Blog - + @@ -287,8 +287,8 @@

    Po

    PlayCanvas ticks all of these boxes beautifully. But don’t take our word for it – try it for yourself and discover a better way to make games.

    Speaking of Games

    It's all very well talking about engines and tools, but engines are only as good as the games they let you make. Fortunately we've got a doozy for you.

    -

    SWOOOP -
    SWOOOP - mobile browser game built using the PlayCanvas Engine

    +

    SWOOOP
    +SWOOOP - mobile browser game built using the PlayCanvas Engine

    SWOOOP is a great demonstration of what you can achieve with HTML5 and WebGL today. The game runs great in both mobile and desktop browsers and PlayCanvas also supports publishing to App Stores through third-party tools like Ludei's CocoonJS or the open source Ejecta project.

    Get Involved

    So you want to help us make the very best 3D engine on the web? Great! Head over to our GitHub page. Get cloning, starring and forking while it’s fresh!

    diff --git a/tags/engine/page/2/index.html b/tags/engine/page/2/index.html index 9ce0a8813..26d2061ab 100644 --- a/tags/engine/page/2/index.html +++ b/tags/engine/page/2/index.html @@ -5,7 +5,7 @@ 11 posts tagged with "engine" | PlayCanvas Blog - + diff --git a/tags/event/index.html b/tags/event/index.html index 55723784b..a06b3a49b 100644 --- a/tags/event/index.html +++ b/tags/event/index.html @@ -5,7 +5,7 @@ 16 posts tagged with "event" | PlayCanvas Blog - + @@ -78,8 +78,8 @@

    PlayCanva

    Several of the 10-or-so teams used PlayCanvas to create their game but it was Team "Godlike" who really shone out.

    Team Godlike

    Made up of a group of seasoned game jam veterans, Team Godlike were nothing if not ambitious. Their game Sunshi*e was a Katamari Damacy inspired design, which saw the player evolve from tiny bee, to majestic swift (sadly they didn't get as far as the concorde they had in their initial plans), as your perspective grows the British Isles are revealed. All to an "English Country Garden" soundtrack.

    -

    Sunshine -
    Play Sunshi*e or check out the project

    +

    Sunshine
    +Play Sunshi*e or check out the project

    It's a great achievement for a weekend, and a glowing testament of how powerful PlayCanvas is, to for a team and collaborate to build a game in such a short space of time.

    Team Godlike's efforts were rewarded as they came away with 2nd place, and have won themselves a great selection of prizes, though sadly not this most excellent trophy. Better luck next time team!

    Trophy

    @@ -92,18 +92,18 @@

    Game Jam

    Game Development Trends Talk

    · One min read

    Last week, I did a talk at the London Game Space about game development trends and how it is influencing what we are doing at PlayCanvas.

    The event was recorded and you can see a video of the slides and my talk below. It was as Pecha Kucha style talk which means 20 slides, with each slide lasting 20 seconds. So it's less than 7 minutes long.

    -

    I think it does a good job of showing why we're building PlayCanvas.

    PlayCanvas @ SXSW

    · One min read

    Will at SXSW Accelerator -
    CEO Will Eastcott at SXSW Accelerator

    +

    I think it does a good job of showing why we're building PlayCanvas.

    PlayCanvas @ SXSW

    · One min read

    Will at SXSW Accelerator
    +CEO Will Eastcott at SXSW Accelerator

    This past week the PlayCanvas founders have been deep in the heart of Texas at the celebrated mega-festival SXSW. We were chosen from over 500 companies to pitch to a enormous room full of business leads, journalists and tech enthusiasts. Will was on stage and we wowed them successfully enough to get through the final 3. Sadly another talented start-up crew beat us to the No. 1 slot, but a close 2nd is still pretty damn good.

    We've moved on from Austin now, and we're in San Francisco preparing plenty of exciting news and demos for the Game Developer Conference. We look forward to sharing lots more stuff with you this week!

    Nottingham GameCity and MozFest

    · 2 min read

    This last week was a frenzy of activity from the PlayCanvas founders. We trekked all over the UK to teach new people about PlayCanvas with demos and workshops.

    Thursday

    -

    Dave Running a Workshop -
    Co-founder Dave running a workshop on HTML5 Game Development

    +

    Dave Running a Workshop
    +Co-founder Dave running a workshop on HTML5 Game Development

    On Thursday, I went up to the Confetti Institute of Creative Technologies in Nottingham and gave a workshop to a room full of interested developers. We covered the basics of a 3D engine, some quick samples of how Graphics, Cameras, Physics and Audio can be used, and then we ended the 3 hour session with the entire group building the Luna Lander demo that we showed you a few weeks ago.

    At the end of the session, everyone had had a great time and had a playable game to show for it.

    Friday

    -

    Open Arcade -
    The Open Arcade at Nottingham GameCity

    +

    Open Arcade
    +The Open Arcade at Nottingham GameCity

    On Friday, we were demoing at the Open Arcade in Nottingham town centre. The Open Arcade was an amazing space put together by the GameCity organizers to let game developers show off their work and also provided a communal place for playing the latest and upcoming independent game releases.

    Sunday

    MozFest

    diff --git a/tags/event/page/2/index.html b/tags/event/page/2/index.html index 09a80c4a0..e981ce388 100644 --- a/tags/event/page/2/index.html +++ b/tags/event/page/2/index.html @@ -5,7 +5,7 @@ 16 posts tagged with "event" | PlayCanvas Blog - + @@ -28,19 +28,19 @@

    Next up, we have procedurally generated plants written by Ivan Popelyshev and Wesa Aapro. Simply press space a few times and see how your garden grows!

    onGameStart Game Jam Trees

    Congratulations to everybody who took part on the day. So much creativity for only a 3-hour jam!! We can't wait for the next one.

    PlayCanvas Game Jam

    · 2 min read

    Yesterday, at PlayCanvas we hosted our first physical Game Jam. By physical, I mean we had all the developers in the same location, not that we made them run around and do push-ups!

    -

    Game Jammers -
    The PlayCanvas Game Jam Dungeon

    +

    Game Jammers
    +The PlayCanvas Game Jam Dungeon

    Based out of the 80s sci-fi haven that is the Virgin Media Game Space, a group of 9 of us spent the day hacking on brand new games, modelling manga robots, and techno beats.

    Yes, I know you wish you were there.

    -

    nebulousflynn -
    nebulousflynn making strange noises

    +

    nebulousflynn
    +nebulousflynn making strange noises

    For us this is an excellent opportunity to see developers at work, using our tools together to prototype ideas and build stuff.

    Your feedback is what makes PlayCanvas great.

    -

    roseninja and jellycakes -
    roseninja and jellycakes working on platformer "Squeaky Wheel"

    +

    roseninja and jellycakes
    +roseninja and jellycakes working on platformer "Squeaky Wheel"

    Go check out users roseninja, jellycakes, wilbefast, nebulousflynn and balkango who were all building games yesterday. It's early days for Flying robots of Death and Squeaky Wheel, but terrific work for an afternoon of coding and modelling.

    -

    Concentration -
    wilbefast concentrating on make robots kill each other

    +

    Concentration
    +wilbefast concentrating on make robots kill each other

    We've got more Game Jams coming up. Will is at onGameStart in Poland next week.

    Here's a little vine of Flying robots of Death for those who don't have two GamePads to plug-in and play.

    [iframe class="vine-embed" src="https://vine.co/v/h1FUVHi3mmK/embed/simple" width="600" height="600"]

    Introduction to ammo.js

    · One min read

    Last night I presented at the London HTML5 Game Dev meetup. As usual we had an awesome time and if you're based in or around London then you should definitely try and get along to the next one.

    @@ -50,12 +50,12 @@

    Presentation Night

    This month we held or first Presentation Night. Mozilla kindly hosted us at their space in London and we saw some great demos, including Unreal 3 running in the latest Firefox, and of course PlayCanvas courtesy of Will.

    Here are a few pictures:

    -

    Audience -
    Great turnout, practically a full house

    -

    Max and Maciej -
    Max and Maciej showing off their game-hack games

    -

    Unreal 3 in the Browser -
    Chris from Mozilla demoing Unreal 3 in the browser

    +

    Audience
    +Great turnout, practically a full house

    +

    Max and Maciej
    +Max and Maciej showing off their game-hack games

    +

    Unreal 3 in the Browser
    +Chris from Mozilla demoing Unreal 3 in the browser

    Thanks to everyone who came along, in particular Chris from Mozilla who stayed late after work to host the event.

    If you didn't come this time, you should come next time!

    PlayCanvas @ Google I/O

    · One min read

    A massive thank you to everybody who took the time to swing by our stand at Google I/O last week. We had an amazing time and hope you did too. If you weren't at the conference, here's our space in the Developer Sandbox:

    Google IO Booth

    diff --git a/tags/examples/index.html b/tags/examples/index.html index 0eee04460..a37d2a379 100644 --- a/tags/examples/index.html +++ b/tags/examples/index.html @@ -5,7 +5,7 @@ One post tagged with "examples" | PlayCanvas Blog - + diff --git a/tags/facebook/index.html b/tags/facebook/index.html index 70408879c..8bd2bbde3 100644 --- a/tags/facebook/index.html +++ b/tags/facebook/index.html @@ -5,7 +5,7 @@ 4 posts tagged with "facebook" | PlayCanvas Blog - + diff --git a/tags/flash/index.html b/tags/flash/index.html index 2ae51d65b..59ce17786 100644 --- a/tags/flash/index.html +++ b/tags/flash/index.html @@ -5,7 +5,7 @@ One post tagged with "flash" | PlayCanvas Blog - + diff --git a/tags/game/index.html b/tags/game/index.html index 70da4f2e6..6cb7c1bca 100644 --- a/tags/game/index.html +++ b/tags/game/index.html @@ -5,7 +5,7 @@ 7 posts tagged with "game" | PlayCanvas Blog - + @@ -51,8 +51,8 @@

    @flappyfingers for his determination in taking away to the top spot.

    The final results are here:

    SWOOOP Highscores

    -

    Thanks to Gemma, Holly and others who helped to organize this great event.

    SWOOOP

    · 2 min read

    SWOOOP title -
    SWOOOP - mobile browser game built using the PlayCanvas Engine

    +

    Thanks to Gemma, Holly and others who helped to organize this great event.

    SWOOOP

    · 2 min read

    SWOOOP title
    +SWOOOP - mobile browser game built using the PlayCanvas Engine

    Today, PlayCanvas is excited to reveal SWOOOP. Our latest example of true cross-platform gaming.

    In SWOOOP fly your bi-plane around a magical island collecting gems and competing for the highest score.

    SWOOOP is a fantastic example of how PlayCanvas, WebGL and HTML5 are offering game developers new, efficient ways to create games and accessible ways to get games into the hands of players.

    @@ -62,43 +62,33 @@

    Mobile App Stores

    While SWOOOP runs great in browsers, both desktop and mobile, it's important that we allow game creators the widest possible distribution. Which is why we've partnered with Ludei. Using their CocoonJS technology we're able to compile SWOOOP to a native application that can run on both Android and iOS devices. Look out for SWOOOP in mobile app stores really soon.

    Open Project

    -

    SWOOOP in Designer -
    The SWOOOP project is open to everyone

    +

    SWOOOP in Designer
    +The SWOOOP project is open to everyone

    For PlayCanvas developers, there's even better news. The SWOOOP project is open for you to view right now! Browse the project for yourself and learn how the PlayCanvas team make games using the engine.

    -

    And finally, don't forget to share http://swooop.playcanvas.com with your friends and share your high scores with us!

    Dungeon Fury: 3D Browser Gaming Arrives on Mobile

    · 2 min read

    Dungeon Fury
    +Play Dungeon Fury in mobile and desktop browsers now

    Something incredibly exciting is happening in the mobile browser space right now. WebGL is rapidly being integrated into browsers and all of a sudden, game developers have the technologies they need to deliver high quality 3D video games without having to deploy a native app. To show what is possible today, PlayCanvas has developed the game 'Dungeon Fury', a light-hearted fantasy game that pushes your reflexes to the limit. Dungeon Fury represents the world's first 3D HTML5 browser game that is built specifically for mobile (although it works great in desktop browsers too!). And if all this wasn't cool enough, the whole game was written using only a web browser, made possible with the PlayCanvas game engine!

    PLAY DUNGEON FURY NOW!

    PlayCanvas on mobile is built upon bleeding edge technologies and as such, the game is pushing mobile browsers very hard indeed. Consequently there are some known issues and things to look out for. Supported mobile browsers are as follows:

      -
    • -

      Firefox for Android

      +
    • Firefox for Android
      • The game works in the Release Channel build but performance is far higher in the Nightly Channel.
    • -
    • -

      Chrome for Android

      +
    • Chrome for Android
        -
      • -

        WebGL needs to be enabled by toggling 'Enable WebGL' in chrome://flags.

        -
      • -
      • -

        Game audio is fairly unreliable and when it does play, it lags the gameplay quite significantly. Google are hard at work, implementing Web Audio for Chrome M27, so this is a temporary problem.

        -
      • +
      • WebGL needs to be enabled by toggling 'Enable WebGL' in chrome://flags.
      • +
      • Game audio is fairly unreliable and when it does play, it lags the gameplay quite significantly. Google are hard at work, implementing Web Audio for Chrome M27, so this is a temporary problem.
    • -
    • -

      Opera Mobile for Android

      +
    • Opera Mobile for Android
      • Works but performance is far behind Firefox and Chrome.
    • -
    • -

      BlackBerry 10 browser

      -
    • -
    • -

      Firefox OS

      +
    • BlackBerry 10 browser
    • +
    • Firefox OS
      • If you don't have a test device, check out Mozilla's Firefox OS Simulator that is delivered as a Firefox add-on.
      @@ -110,12 +100,12 @@

      Open ProjectChrome

    • Internet Explorer (the game will request you install Chrome Frame if you do not already have it installed)
    -

    We'll be regularly updating the game in the coming weeks so give us your feedback. We'll also be releasing further blog entries detailing how we built the game. In the meantime, if you're interested in making your own HTML5 games with PlayCanvas, why not join the beta?

    Making a multiplayer 3rd-person shooter in HTML5

    · 6 min read

    D.E.M.O. -
    D.E.M.O. Multiplayer 3rd-person shooter running in the browser

    +

    We'll be regularly updating the game in the coming weeks so give us your feedback. We'll also be releasing further blog entries detailing how we built the game. In the meantime, if you're interested in making your own HTML5 games with PlayCanvas, why not join the beta?

    Making a multiplayer 3rd-person shooter in HTML5

    · 6 min read

    D.E.M.O.
    +D.E.M.O. Multiplayer 3rd-person shooter running in the browser

    PlayCanvas were lucky enough to show a demo of our collaborative HTML5 game development toolset at Google I/O a few months back. We had a few existing demos of simple games that we had made in order to test the platform.

    However, we really wanted to show something a little more high-end, to showcase the possibilities that HTML5 offers for next-generation browser games. With a little under two weeks to go we started work on the demo we'd feature on the show floor. A networked multiplayer 3rd-person shooter we descriptively called 'scifi'. We’ve since renamed it to the slightly less descriptive D.E.M.O.

    -

    Try playing D.E.M.O. now. -Firefox: Hiding the mouse cursor only works in Fullscreen mode, press SPACE to toggle fullscreen.

    +

    Try playing D.E.M.O. now.

    +

    Firefox: Hiding the mouse cursor only works in Fullscreen mode, press SPACE to toggle fullscreen.

    We think the result is something is pretty special so we’re sharing it with you today. We think you’ll agree that it heralds the beginning of a new generation of HTML5 games.

    We also wanted to talk about how using PlayCanvas allowed us to make D.E.M.O. in around 2 weeks. A staggeringly short time for any game, and it really shows off the power of collaborative development and great tools.

    The game and the PlayCanvas Engine are written entirely in JavaScript. It’s pushing at the boundaries of the browser gaming using the latest HTML5 APIs, including:

    @@ -131,13 +121,13 @@

    Open ProjectHow was it built?

    Two weeks is very short time to build an app like D.E.M.O. and along with lots of long hours coding we were only able to do this thanks to the PlayCanvas platform that we’ve built, so we want to share with some of the ways which it saved us time, and can save you time too.

    Asset wrangling

    -

    SWAT Model -
    Side-by-side rendering in 3DS Max and PlayCanvas Engine

    +

    SWAT Model
    +Side-by-side rendering in 3DS Max and PlayCanvas Engine

    We’ve made a beautiful looking game in 3D in next to no time. We could do this because the PlayCanvas asset tools are built to ingest a wide range of model formats and set up to ensure that default materials from popular 3D packages appear identical in engine as they do for the artist.

    The sci-fi levels and the SWAT character and animations were all created using 3D Studio Max default materials. With no effort on our part we could export the source assets into the PlayCanvas format and be sure they would look nearly identical at runtime. If you were to get assets from a site like Turbo Squid you need to know that it will just work in PlayCanvas without modification. Within minutes of receiving 3D assets from a 3rd party you can have characters and environments in game.

    Building the level

    -

    D.E.M.O. -
    Building the D.E.M.O. in PlayCanvas Designer

    +

    D.E.M.O.
    +Building the D.E.M.O. in PlayCanvas Designer

    Traditionally, this would consist of building out the level in low detail (often called grey-boxing) and running about it in to get feel for the how the game plays, where the choke points are and how the spawn points should be placed. Unfortunately, we didn’t have the art resources to design the level in this way but we did have a set of 5 or 6 components which fitted together like jigsaw pieces.

    Even though there was a limited choice of level design, both Will and I wanted to be involved in the discussion over the how level should look. As we were working around 50 miles apart, getting together around a laptop screen wasn’t going to be possible. Fortunately the PlayCanvas Designer is the perfect solution for this type of collaborative work. We are able to simultaneously view the same level and while talking face-to-face over Skype, we could both position the pieces in real-time and discuss the pros and cons of each configuration.

    We had a pretty simple task to complete but we were miles apart and using the Designer meant that we had no problem collaborating despite this. It’s clear to us that scaling this up to a design team would be incredibly liberating and will really change the way that games are made.

    diff --git a/tags/gamedev/index.html b/tags/gamedev/index.html index 4adf84e9d..a6e3eb7b0 100644 --- a/tags/gamedev/index.html +++ b/tags/gamedev/index.html @@ -5,7 +5,7 @@ One post tagged with "gamedev" | PlayCanvas Blog - + diff --git a/tags/gaussian-splats/index.html b/tags/gaussian-splats/index.html index 749a46d86..59fc3e4e0 100644 --- a/tags/gaussian-splats/index.html +++ b/tags/gaussian-splats/index.html @@ -5,7 +5,7 @@ One post tagged with "gaussian-splats" | PlayCanvas Blog - + diff --git a/tags/gdc/index.html b/tags/gdc/index.html index 5496f048f..70f44700a 100644 --- a/tags/gdc/index.html +++ b/tags/gdc/index.html @@ -5,7 +5,7 @@ One post tagged with "gdc" | PlayCanvas Blog - + diff --git a/tags/github/index.html b/tags/github/index.html index ec5d930db..e2e16618b 100644 --- a/tags/github/index.html +++ b/tags/github/index.html @@ -5,7 +5,7 @@ One post tagged with "github" | PlayCanvas Blog - + diff --git a/tags/gltf/index.html b/tags/gltf/index.html index 0786c3ef6..54181d6c4 100644 --- a/tags/gltf/index.html +++ b/tags/gltf/index.html @@ -5,7 +5,7 @@ 7 posts tagged with "gltf" | PlayCanvas Blog - + diff --git a/tags/graphics/index.html b/tags/graphics/index.html index f6d280619..6e57db184 100644 --- a/tags/graphics/index.html +++ b/tags/graphics/index.html @@ -5,7 +5,7 @@ 7 posts tagged with "graphics" | PlayCanvas Blog - + diff --git a/tags/html-5/index.html b/tags/html-5/index.html index 400b936e6..2f1390ab9 100644 --- a/tags/html-5/index.html +++ b/tags/html-5/index.html @@ -5,7 +5,7 @@ 4 posts tagged with "html5" | PlayCanvas Blog - + diff --git a/tags/index.html b/tags/index.html index 43ad2f556..c39d6815f 100644 --- a/tags/index.html +++ b/tags/index.html @@ -5,7 +5,7 @@ Tags | PlayCanvas Blog - + diff --git a/tags/instant-games/index.html b/tags/instant-games/index.html index 36d3932f8..0128dfba0 100644 --- a/tags/instant-games/index.html +++ b/tags/instant-games/index.html @@ -5,7 +5,7 @@ 2 posts tagged with "instant-games" | PlayCanvas Blog - + diff --git a/tags/javascript/index.html b/tags/javascript/index.html index 9a383fbb4..51da469ad 100644 --- a/tags/javascript/index.html +++ b/tags/javascript/index.html @@ -5,7 +5,7 @@ 3 posts tagged with "javascript" | PlayCanvas Blog - + diff --git a/tags/jekyll/index.html b/tags/jekyll/index.html index 16cb2b45a..8737e8c91 100644 --- a/tags/jekyll/index.html +++ b/tags/jekyll/index.html @@ -5,7 +5,7 @@ One post tagged with "jekyll" | PlayCanvas Blog - + diff --git a/tags/localization/index.html b/tags/localization/index.html index cfdb815b0..e01abdb47 100644 --- a/tags/localization/index.html +++ b/tags/localization/index.html @@ -5,19 +5,19 @@ One post tagged with "localization" | PlayCanvas Blog - +

    One post tagged with "localization"

    View All Tags

    Introducing the PlayCanvas Localization System

    · One min read

    Are you shipping your PlayCanvas app or game in just one language? You may be preventing international users from enjoying it! Today, we are happy to announce the arrival of a localization system built right into the PlayCanvas Editor!

    -

    Bitmoji Party Localized -
    PlayCanvas-powered Bitmoji Party localized into English, Spanish and French

    +

    Bitmoji Party Localized
    +PlayCanvas-powered Bitmoji Party localized into English, Spanish and French

    The system works in tandem with PlayCanvas' text element component and it's super-easy to use. The text element interface now provides a 'Localized' property and when checked, you can enter a Key instead of a Text string.

    -

    Localized String -
    New text element properties for enabling localized text

    +

    Localized String
    +New text element properties for enabling localized text

    The Key is the string used to look up a localized string based on the user's currently selected locale. The localized string data is stored in JSON assets and is documented, along with the rest of the system, here. You can even preview your localized User Interface by choosing a locale in the Editor Settings panel:

    -

    Locale Setting -
    Locale setting in the Scene Settings panel

    +

    Locale Setting
    +Locale setting in the Scene Settings panel

    We look forward to playing your newly localized games!

    \ No newline at end of file diff --git a/tags/ludum-dare/index.html b/tags/ludum-dare/index.html index 54334acfe..38589cc8e 100644 --- a/tags/ludum-dare/index.html +++ b/tags/ludum-dare/index.html @@ -5,7 +5,7 @@ 4 posts tagged with "ludum-dare" | PlayCanvas Blog - + diff --git a/tags/maintenance/index.html b/tags/maintenance/index.html index 32a570083..b41cdec63 100644 --- a/tags/maintenance/index.html +++ b/tags/maintenance/index.html @@ -5,7 +5,7 @@ 2 posts tagged with "maintenance" | PlayCanvas Blog - + diff --git a/tags/mobile/index.html b/tags/mobile/index.html index db986144e..00db7d5df 100644 --- a/tags/mobile/index.html +++ b/tags/mobile/index.html @@ -5,7 +5,7 @@ One post tagged with "mobile" | PlayCanvas Blog - + diff --git a/tags/networking/index.html b/tags/networking/index.html index f5eadc91f..4fced9863 100644 --- a/tags/networking/index.html +++ b/tags/networking/index.html @@ -5,7 +5,7 @@ 2 posts tagged with "networking" | PlayCanvas Blog - + @@ -14,12 +14,12 @@

    Real ti

    How to use the Facebook SDK in your WebGL applicationREAD MORE

    Facebook_API

    -

    You can find loads more tutorials on our developer site.

    Making a multiplayer 3rd-person shooter in HTML5

    · 6 min read

    D.E.M.O.
    +D.E.M.O. Multiplayer 3rd-person shooter running in the browser

    PlayCanvas were lucky enough to show a demo of our collaborative HTML5 game development toolset at Google I/O a few months back. We had a few existing demos of simple games that we had made in order to test the platform.

    However, we really wanted to show something a little more high-end, to showcase the possibilities that HTML5 offers for next-generation browser games. With a little under two weeks to go we started work on the demo we'd feature on the show floor. A networked multiplayer 3rd-person shooter we descriptively called 'scifi'. We’ve since renamed it to the slightly less descriptive D.E.M.O.

    -

    Try playing D.E.M.O. now. -Firefox: Hiding the mouse cursor only works in Fullscreen mode, press SPACE to toggle fullscreen.

    +

    Try playing D.E.M.O. now.

    +

    Firefox: Hiding the mouse cursor only works in Fullscreen mode, press SPACE to toggle fullscreen.

    We think the result is something is pretty special so we’re sharing it with you today. We think you’ll agree that it heralds the beginning of a new generation of HTML5 games.

    We also wanted to talk about how using PlayCanvas allowed us to make D.E.M.O. in around 2 weeks. A staggeringly short time for any game, and it really shows off the power of collaborative development and great tools.

    The game and the PlayCanvas Engine are written entirely in JavaScript. It’s pushing at the boundaries of the browser gaming using the latest HTML5 APIs, including:

    @@ -35,13 +35,13 @@

    How was it built?

    Two weeks is very short time to build an app like D.E.M.O. and along with lots of long hours coding we were only able to do this thanks to the PlayCanvas platform that we’ve built, so we want to share with some of the ways which it saved us time, and can save you time too.

    Asset wrangling

    -

    SWAT Model -
    Side-by-side rendering in 3DS Max and PlayCanvas Engine

    +

    SWAT Model
    +Side-by-side rendering in 3DS Max and PlayCanvas Engine

    We’ve made a beautiful looking game in 3D in next to no time. We could do this because the PlayCanvas asset tools are built to ingest a wide range of model formats and set up to ensure that default materials from popular 3D packages appear identical in engine as they do for the artist.

    The sci-fi levels and the SWAT character and animations were all created using 3D Studio Max default materials. With no effort on our part we could export the source assets into the PlayCanvas format and be sure they would look nearly identical at runtime. If you were to get assets from a site like Turbo Squid you need to know that it will just work in PlayCanvas without modification. Within minutes of receiving 3D assets from a 3rd party you can have characters and environments in game.

    Building the level

    -

    D.E.M.O. -
    Building the D.E.M.O. in PlayCanvas Designer

    +

    D.E.M.O.
    +Building the D.E.M.O. in PlayCanvas Designer

    Traditionally, this would consist of building out the level in low detail (often called grey-boxing) and running about it in to get feel for the how the game plays, where the choke points are and how the spawn points should be placed. Unfortunately, we didn’t have the art resources to design the level in this way but we did have a set of 5 or 6 components which fitted together like jigsaw pieces.

    Even though there was a limited choice of level design, both Will and I wanted to be involved in the discussion over the how level should look. As we were working around 50 miles apart, getting together around a laptop screen wasn’t going to be possible. Fortunately the PlayCanvas Designer is the perfect solution for this type of collaborative work. We are able to simultaneously view the same level and while talking face-to-face over Skype, we could both position the pieces in real-time and discuss the pros and cons of each configuration.

    We had a pretty simple task to complete but we were miles apart and using the Designer meant that we had no problem collaborating despite this. It’s clear to us that scaling this up to a design team would be incredibly liberating and will really change the way that games are made.

    diff --git a/tags/news/index.html b/tags/news/index.html index a88442990..be3eea5a2 100644 --- a/tags/news/index.html +++ b/tags/news/index.html @@ -5,7 +5,7 @@ 2 posts tagged with "news" | PlayCanvas Blog - + diff --git a/tags/oculus/index.html b/tags/oculus/index.html index 29a1d9521..3e7398640 100644 --- a/tags/oculus/index.html +++ b/tags/oculus/index.html @@ -5,7 +5,7 @@ One post tagged with "oculus" | PlayCanvas Blog - + @@ -17,8 +17,8 @@

    Why Virt

    Many virtual reality experiences target immersion, where users interaction can open the door to a reality (even if only partially) that is not their own.  However the technology behind the Oculus lets the user into a much deeper experience. Where extreme latency and narrow fields of vision have prevented previous Virtual Reality technologies from being immersive, they have often proved successful in creating nausea. As humans are sensitive to latencies as low as 20 milliseconds it is important for the technology in question to be as precise and fast as possible.

    Usually leaving users craning necks and grabbing thin air in disbelief, the Oculus takes over 1000 readings per second and so far is effective enough to trick the mind and simulate a physical presence. The VR industry is now closer to 'telexistance' than ever before. Mark Zuckerberg, the current owner of the technology (following an acquisition worth $2 billion by Facebook) described its potential, exclaiming  "Imagine enjoying a courtside seat at a game, studying in a classroom of students and teachers all over the world, or consulting with a doctor face-to-face—just by putting on goggles in your home.”. The Oculus promises that in (hopefully few) years to come, gamers may be able to act and react naturally in what is still a virtual setting.

    The Oculus Rift and PlayCanvas

    -

    Dave in VR -
    Oculus Rift support coming soon to PlayCanvas

    +

    Dave in VR
    +Oculus Rift support coming soon to PlayCanvas

    Imagine a future where you open your Internet browser, select a VR ready online game, enable your Oculus headset and transport yourself into the game immediately. Mind blowing? Potentially yes. This is why we here at PlayCanvas are committed to intertwining the paths of both WebGL and HTML5 technologies with the capabilities of the Oculus Rift. It's crazy to think that VR games could be played and developed by simply opening your favorite web browser.

    Firefox are already thinking about VR on the web. Chrome are too. Be sure that when VR support fully comes to the web, PlayCanvas will be ready to help you get there faster. Game Developer's have so many challenges to overcome while developing their game that adding VR (or Head-Mounted Display) support could become just another one of the features that you'd love to try but never quite have time to do. However, using PlayCanvas it's simple. Just drop the OculusCamera script onto your camera and we'll do all the magic to make your game render ready for the headset.

    Hyper-realistic gaming experiences should not be limited to core gaming platforms. When web-based gaming can involve products like the Oculus we're opening up an whole new class of immersive gaming experiences. The best of the features of the web; low-friction, accessible and shareable; with the best features of the Oculus, immersive, high-end experiences. It's brave new world!

    diff --git a/tags/open-source/index.html b/tags/open-source/index.html index 592eebb81..fc08e2829 100644 --- a/tags/open-source/index.html +++ b/tags/open-source/index.html @@ -5,7 +5,7 @@ 5 posts tagged with "open-source" | PlayCanvas Blog - + @@ -163,8 +163,8 @@

    Po

    PlayCanvas ticks all of these boxes beautifully. But don’t take our word for it – try it for yourself and discover a better way to make games.

    Speaking of Games

    It's all very well talking about engines and tools, but engines are only as good as the games they let you make. Fortunately we've got a doozy for you.

    -

    SWOOOP -
    SWOOOP - mobile browser game built using the PlayCanvas Engine

    +

    SWOOOP
    +SWOOOP - mobile browser game built using the PlayCanvas Engine

    SWOOOP is a great demonstration of what you can achieve with HTML5 and WebGL today. The game runs great in both mobile and desktop browsers and PlayCanvas also supports publishing to App Stores through third-party tools like Ludei's CocoonJS or the open source Ejecta project.

    Get Involved

    So you want to help us make the very best 3D engine on the web? Great! Head over to our GitHub page. Get cloning, starring and forking while it’s fresh!

    diff --git a/tags/partnership/index.html b/tags/partnership/index.html index 803f1fffa..1a2c5827e 100644 --- a/tags/partnership/index.html +++ b/tags/partnership/index.html @@ -5,7 +5,7 @@ 5 posts tagged with "partnership" | PlayCanvas Blog - + diff --git a/tags/pcui/index.html b/tags/pcui/index.html index 71b08e07e..379642be9 100644 --- a/tags/pcui/index.html +++ b/tags/pcui/index.html @@ -5,7 +5,7 @@ 4 posts tagged with "pcui" | PlayCanvas Blog - + @@ -18,8 +18,8 @@

    TypeScript developers will also be pleased to know that we have improved the TypeScript declarations in this release, making it even easier to use PCUI in a TypeScript project.

    Finally, we want to highlight the open source nature of PCUI. We believe in the power of the open source community to build great software together, and we encourage open source developers to get involved with the project. Whether you want to contribute code, report issues, or just provide feedback, we welcome your participation. Explore the PCUI repo today on GitHub!

    Thank you for using PCUI, and we hope you enjoy the new release!

    A Graph Rendering Library for the Web: PCUI Graph

    · 2 min read
    Elliott Thompson
    Software Engineer

    Today, we are excited to announce a new open source library: PCUI Graph. It’s a graph rendering framework for the browser which can be used to build and view various types of node-based graphs.

    -

    A Simple Graph -
    PCUI Graph in action

    +

    A Simple Graph
    +PCUI Graph in action

    Last year, we open sourced PCUI, a front-end framework for building web-based tools like the PlayCanvas Editor. This was subsequently used as the foundation for a new family of open source tools: the glTF Viewer and the PlayCanvas Examples Browser. However, some of our more recent tools projects have had requirements related to the creation and editing of node-based graphs. As a result, we set about developing a new plugin to PCUI called PCUI Graph. This plugin is already in use today since it powers both the PlayCanvas Shader Editor and Animation State Graph Editor:

    Graph Editors

    You can rapidly map out key parts of your project’s workflow using pcui-graph, as it supports both directed and visual programming graphs. Here are some of the key features that PCUI Graph provides:

    diff --git a/tags/performance/index.html b/tags/performance/index.html index 6bb124297..54269c246 100644 --- a/tags/performance/index.html +++ b/tags/performance/index.html @@ -5,7 +5,7 @@ 8 posts tagged with "performance" | PlayCanvas Blog - + diff --git a/tags/physics/index.html b/tags/physics/index.html index 9ab7d9b02..0e9f385d1 100644 --- a/tags/physics/index.html +++ b/tags/physics/index.html @@ -5,7 +5,7 @@ 3 posts tagged with "physics" | PlayCanvas Blog - + diff --git a/tags/plans/index.html b/tags/plans/index.html index dfe1657c7..69b3417fa 100644 --- a/tags/plans/index.html +++ b/tags/plans/index.html @@ -5,14 +5,14 @@ 3 posts tagged with "plans" | PlayCanvas Blog - +

    3 posts tagged with "plans"

    View All Tags

    Plan Updates: More Storage, More Features, Same Price

    · 2 min read
    Steven Yau
    Partner Relations Manager

    Creativity makes our world a better place. PlayCanvas unlocks creativity through collaborative, frictionless tools that enable everybody to build, share and play together.

    With PlayCanvas, getting started with game development is as simple as clicking on a hyperlink. No installation, available wherever you have access to a browser and easily shareable for a real-time collaborative workspace.

    -

    Super Snappy Bowling -
    Super Snappy Bowling from NOWWA

    +

    Super Snappy Bowling
    +Super Snappy Bowling from NOWWA

    Until today, some aspects of the platform have been limited or restricted. This just holds back the creativity of our community. So today, we have some incredibly exciting news. We have updated our plans to make our tools even more accessible for everyone at all levels!

    New Plans

    We are now giving everyone:

    diff --git a/tags/publishing/index.html b/tags/publishing/index.html index bc787f87e..d3651fe33 100644 --- a/tags/publishing/index.html +++ b/tags/publishing/index.html @@ -5,7 +5,7 @@ 3 posts tagged with "publishing" | PlayCanvas Blog - + diff --git a/tags/rest-api/index.html b/tags/rest-api/index.html index 5a179b234..c7df309a6 100644 --- a/tags/rest-api/index.html +++ b/tags/rest-api/index.html @@ -5,7 +5,7 @@ One post tagged with "rest-api" | PlayCanvas Blog - + diff --git a/tags/scripting/index.html b/tags/scripting/index.html index 5fd898f5e..e241ff3d7 100644 --- a/tags/scripting/index.html +++ b/tags/scripting/index.html @@ -5,7 +5,7 @@ 6 posts tagged with "scripting" | PlayCanvas Blog - + diff --git a/tags/seemore/index.html b/tags/seemore/index.html index 5d8d02523..3b39441fc 100644 --- a/tags/seemore/index.html +++ b/tags/seemore/index.html @@ -5,7 +5,7 @@ 3 posts tagged with "seemore" | PlayCanvas Blog - + diff --git a/tags/showcase/index.html b/tags/showcase/index.html index b87f131c9..c3a5a50b4 100644 --- a/tags/showcase/index.html +++ b/tags/showcase/index.html @@ -5,7 +5,7 @@ One post tagged with "showcase" | PlayCanvas Blog - + diff --git a/tags/sketchfab/index.html b/tags/sketchfab/index.html index 19121aec2..e54f2c85a 100644 --- a/tags/sketchfab/index.html +++ b/tags/sketchfab/index.html @@ -5,7 +5,7 @@ One post tagged with "sketchfab" | PlayCanvas Blog - + diff --git a/tags/sound/index.html b/tags/sound/index.html index 74b037881..684d4c996 100644 --- a/tags/sound/index.html +++ b/tags/sound/index.html @@ -5,7 +5,7 @@ One post tagged with "sound" | PlayCanvas Blog - + diff --git a/tags/spotlight/index.html b/tags/spotlight/index.html index 5847fc24e..e3b9c4bab 100644 --- a/tags/spotlight/index.html +++ b/tags/spotlight/index.html @@ -5,7 +5,7 @@ 5 posts tagged with "spotlight" | PlayCanvas Blog - + diff --git a/tags/supersplat/index.html b/tags/supersplat/index.html index 2eee44ccd..cb63e7b78 100644 --- a/tags/supersplat/index.html +++ b/tags/supersplat/index.html @@ -5,7 +5,7 @@ One post tagged with "supersplat" | PlayCanvas Blog - + diff --git a/tags/swooop/index.html b/tags/swooop/index.html index 06a6bf2c9..643dcbd5d 100644 --- a/tags/swooop/index.html +++ b/tags/swooop/index.html @@ -5,7 +5,7 @@ 2 posts tagged with "swooop" | PlayCanvas Blog - + @@ -16,8 +16,8 @@

    We held a make-shift high score competition with post-it notes on the wall and big congratulations to @flappyfingers for his determination in taking away to the top spot.

    The final results are here:

    SWOOOP Highscores

    -

    Thanks to Gemma, Holly and others who helped to organize this great event.

    SWOOOP

    · 2 min read

    SWOOOP title -
    SWOOOP - mobile browser game built using the PlayCanvas Engine

    +

    Thanks to Gemma, Holly and others who helped to organize this great event.

    SWOOOP

    · 2 min read

    SWOOOP title
    +SWOOOP - mobile browser game built using the PlayCanvas Engine

    Today, PlayCanvas is excited to reveal SWOOOP. Our latest example of true cross-platform gaming.

    In SWOOOP fly your bi-plane around a magical island collecting gems and competing for the highest score.

    SWOOOP is a fantastic example of how PlayCanvas, WebGL and HTML5 are offering game developers new, efficient ways to create games and accessible ways to get games into the hands of players.

    @@ -27,8 +27,8 @@

    Mobile App Stores

    While SWOOOP runs great in browsers, both desktop and mobile, it's important that we allow game creators the widest possible distribution. Which is why we've partnered with Ludei. Using their CocoonJS technology we're able to compile SWOOOP to a native application that can run on both Android and iOS devices. Look out for SWOOOP in mobile app stores really soon.

    Open Project

    -

    SWOOOP in Designer -
    The SWOOOP project is open to everyone

    +

    SWOOOP in Designer
    +The SWOOOP project is open to everyone

    For PlayCanvas developers, there's even better news. The SWOOOP project is open for you to view right now! Browse the project for yourself and learn how the PlayCanvas team make games using the engine.

    And finally, don't forget to share http://swooop.playcanvas.com with your friends and share your high scores with us!

    diff --git a/tags/tanx/index.html b/tags/tanx/index.html index 94fb7428c..ce1bbfd1e 100644 --- a/tags/tanx/index.html +++ b/tags/tanx/index.html @@ -5,7 +5,7 @@ 2 posts tagged with "tanx" | PlayCanvas Blog - + diff --git a/tags/team/index.html b/tags/team/index.html index 85fb910dc..89868e67f 100644 --- a/tags/team/index.html +++ b/tags/team/index.html @@ -5,7 +5,7 @@ 7 posts tagged with "team" | PlayCanvas Blog - + @@ -134,13 +134,13 @@

    Tags:

    A wild designer appears!

    · One min read

    To kick off 2014 with a bang, we're welcoming a brand new member to the PlayCanvas family.

    -

    Roonio logo -
    Kevin's image doesn't appear on film, so we've used this instead.

    +

    Roonio logo
    +Kevin's image doesn't appear on film, so we've used this instead.

    Kevin Rooney joins us as Creative Director, check out his amazing portfolio. Kevin is an experienced designer who has sampled the start-up life before at Memrise.

    What does this mean? Kevin brings a much needed designer's touch to the PlayCanvas team, so look out for big changes to the look and feel of the PlayCanvas site in the coming weeks. Currently we have a kick-ass tool for creating HTML5 and WebGL games in the browser, but very soon we're going to have a beautiful one as well.

    Welcome Kevin on his twitter.

    A wild programmer appears!

    · One min read

    It's a big day over at PlayCanvas towers. We have a new programmer. In fact, our first full-time staffer after the founding team.

    -

    Vaios -
    Humouring the idiot with the camera phone

    +

    Vaios
    +Humouring the idiot with the camera phone

    Vaios joins us from sunny Athens, land of gods, fine olive oil and greeks bearing gifts [Best you could come up with!? - Ed]. More importantly he's got loads of experience writing games and tools for game developers. He spent a number of years working at Sony Computer Entertainment in London on the sadly un-released AAA action title Eight Days, and the ground-breaking console virtual world PlayStation Home. Since then he's been working another virtual world title in Athens.

    Join us in welcoming Vaios on twitter. He's going to play a big part in helping PlayCanvas become the game development platform of the future.

    diff --git a/tags/templates/index.html b/tags/templates/index.html index b060a9fbe..9979b6fbb 100644 --- a/tags/templates/index.html +++ b/tags/templates/index.html @@ -5,7 +5,7 @@ One post tagged with "templates" | PlayCanvas Blog - + diff --git a/tags/textures/index.html b/tags/textures/index.html index 4f113dd89..319a6ee90 100644 --- a/tags/textures/index.html +++ b/tags/textures/index.html @@ -5,7 +5,7 @@ One post tagged with "textures" | PlayCanvas Blog - + diff --git a/tags/tutorial/index.html b/tags/tutorial/index.html index bcbf465ad..ca1259d18 100644 --- a/tags/tutorial/index.html +++ b/tags/tutorial/index.html @@ -5,7 +5,7 @@ 6 posts tagged with "tutorial" | PlayCanvas Blog - + diff --git a/tags/typescript/index.html b/tags/typescript/index.html index 3a9fa15f1..cdad7835f 100644 --- a/tags/typescript/index.html +++ b/tags/typescript/index.html @@ -5,7 +5,7 @@ One post tagged with "typescript" | PlayCanvas Blog - + diff --git a/tags/ui/index.html b/tags/ui/index.html index 073573105..862338157 100644 --- a/tags/ui/index.html +++ b/tags/ui/index.html @@ -5,7 +5,7 @@ One post tagged with "ui" | PlayCanvas Blog - + diff --git a/tags/unity/index.html b/tags/unity/index.html index 0c7cfa964..227b22238 100644 --- a/tags/unity/index.html +++ b/tags/unity/index.html @@ -5,7 +5,7 @@ 2 posts tagged with "unity" | PlayCanvas Blog - + diff --git a/tags/unreal/index.html b/tags/unreal/index.html index a18aabed9..1966d85d7 100644 --- a/tags/unreal/index.html +++ b/tags/unreal/index.html @@ -5,7 +5,7 @@ 2 posts tagged with "unreal" | PlayCanvas Blog - + diff --git a/tags/version-control/index.html b/tags/version-control/index.html index b54280dda..02717995c 100644 --- a/tags/version-control/index.html +++ b/tags/version-control/index.html @@ -5,7 +5,7 @@ One post tagged with "version-control" | PlayCanvas Blog - + diff --git a/tags/viewer/index.html b/tags/viewer/index.html index ee75fd8f2..50af758b5 100644 --- a/tags/viewer/index.html +++ b/tags/viewer/index.html @@ -5,7 +5,7 @@ 4 posts tagged with "viewer" | PlayCanvas Blog - + diff --git a/tags/vr/index.html b/tags/vr/index.html index faf22c2ae..76a0b745c 100644 --- a/tags/vr/index.html +++ b/tags/vr/index.html @@ -5,7 +5,7 @@ 6 posts tagged with "vr" | PlayCanvas Blog - + @@ -184,8 +184,8 @@

    Why Virt

    Many virtual reality experiences target immersion, where users interaction can open the door to a reality (even if only partially) that is not their own.  However the technology behind the Oculus lets the user into a much deeper experience. Where extreme latency and narrow fields of vision have prevented previous Virtual Reality technologies from being immersive, they have often proved successful in creating nausea. As humans are sensitive to latencies as low as 20 milliseconds it is important for the technology in question to be as precise and fast as possible.

    Usually leaving users craning necks and grabbing thin air in disbelief, the Oculus takes over 1000 readings per second and so far is effective enough to trick the mind and simulate a physical presence. The VR industry is now closer to 'telexistance' than ever before. Mark Zuckerberg, the current owner of the technology (following an acquisition worth $2 billion by Facebook) described its potential, exclaiming  "Imagine enjoying a courtside seat at a game, studying in a classroom of students and teachers all over the world, or consulting with a doctor face-to-face—just by putting on goggles in your home.”. The Oculus promises that in (hopefully few) years to come, gamers may be able to act and react naturally in what is still a virtual setting.

    The Oculus Rift and PlayCanvas

    -

    Dave in VR -
    Oculus Rift support coming soon to PlayCanvas

    +

    Dave in VR
    +Oculus Rift support coming soon to PlayCanvas

    Imagine a future where you open your Internet browser, select a VR ready online game, enable your Oculus headset and transport yourself into the game immediately. Mind blowing? Potentially yes. This is why we here at PlayCanvas are committed to intertwining the paths of both WebGL and HTML5 technologies with the capabilities of the Oculus Rift. It's crazy to think that VR games could be played and developed by simply opening your favorite web browser.

    Firefox are already thinking about VR on the web. Chrome are too. Be sure that when VR support fully comes to the web, PlayCanvas will be ready to help you get there faster. Game Developer's have so many challenges to overcome while developing their game that adding VR (or Head-Mounted Display) support could become just another one of the features that you'd love to try but never quite have time to do. However, using PlayCanvas it's simple. Just drop the OculusCamera script onto your camera and we'll do all the magic to make your game render ready for the headset.

    Hyper-realistic gaming experiences should not be limited to core gaming platforms. When web-based gaming can involve products like the Oculus we're opening up an whole new class of immersive gaming experiences. The best of the features of the web; low-friction, accessible and shareable; with the best features of the Oculus, immersive, high-end experiences. It's brave new world!

    diff --git a/tags/webgl/index.html b/tags/webgl/index.html index 21cdd347a..bc133485e 100644 --- a/tags/webgl/index.html +++ b/tags/webgl/index.html @@ -5,7 +5,7 @@ 9 posts tagged with "webgl" | PlayCanvas Blog - + diff --git a/tags/webgpu/index.html b/tags/webgpu/index.html index 7a58b5578..93b37484b 100644 --- a/tags/webgpu/index.html +++ b/tags/webgpu/index.html @@ -5,7 +5,7 @@ 3 posts tagged with "webgpu" | PlayCanvas Blog - + @@ -59,8 +59,8 @@

    ConclusionSo stay creative, friends, and we'll see you on the forums! 👋

    Initial WebGPU support lands in PlayCanvas Engine 1.62!

    · 4 min read
    Martin Valigursky
    Software Engineer

    WebGPU is a cutting-edge technology that promises to revolutionize the way 3D graphics are handled on the web. As the successor to WebGL, WebGPU provides faster and more efficient rendering capabilities for complex 3D graphics and simulations.

    PlayCanvas has been at the forefront of this new technology and has been working on adding WebGPU support to its platform.

    With WebGPU, we can expect to see more immersive and interactive 3D experiences on the web in the future.

    -

    WebGPU Area Lights -
    PlayCanvas WebGPU Clustered Area Lights Demo

    +

    WebGPU Area Lights
    +PlayCanvas WebGPU Clustered Area Lights Demo

    Refactoring of WebGL engine

    Before adding support for WebGPU, it's important to discuss the significant amount of refactoring work that was required on our existing WebGL engine. Implementing deeper architectural changes while preserving backwards compatibility required a significant amount of meticulous care.

      diff --git a/tags/webvr/index.html b/tags/webvr/index.html index e1e7cbb73..8da74198b 100644 --- a/tags/webvr/index.html +++ b/tags/webvr/index.html @@ -5,7 +5,7 @@ 3 posts tagged with "webvr" | PlayCanvas Blog - + diff --git a/tags/webxr/index.html b/tags/webxr/index.html index e18601d3e..85a55bb19 100644 --- a/tags/webxr/index.html +++ b/tags/webxr/index.html @@ -5,7 +5,7 @@ 5 posts tagged with "webxr" | PlayCanvas Blog - + diff --git a/tags/wordpress/index.html b/tags/wordpress/index.html index b22b26bae..e437878d5 100644 --- a/tags/wordpress/index.html +++ b/tags/wordpress/index.html @@ -5,7 +5,7 @@ One post tagged with "wordpress" | PlayCanvas Blog - + diff --git a/tags/workflow/index.html b/tags/workflow/index.html index 85c2a3e95..48a3f6da0 100644 --- a/tags/workflow/index.html +++ b/tags/workflow/index.html @@ -5,7 +5,7 @@ 9 posts tagged with "workflow" | PlayCanvas Blog - + @@ -96,8 +96,8 @@

      The Future

      What would you like to see us add to the Asset Store next? Let us know on the forum.

      -

      Happy creating, friends!

    Anim Layer Masks and Blending

    · 4 min read
    Elliott Thompson
    Software Engineer


    +RUN DEMO

    Today, we are releasing the latest anim component feature: the masking and blending of anim layers.

    This is a versatile feature that has been hotly requested by PlayCanvas developers that wish to get even more creative with their animations. We’re excited to be able to share how it works in this blog.

    Animating characters

    @@ -116,8 +116,8 @@

    Anim Lay

    Previously when using the anim component, you could play any number of animations on top of each other by creating multiple anim layers. However, any animations from subsequent layers that animate the same bones as previous ones will completely overwrite those previous animations.

    That meant that even if you were to add a shooting animation to the top half of a character, it would always be playing over a walking animation that was placed on a previous layer.

    Now with anim layer blending, it is possible to smoothly blend subsequent layers in and out, changing the weight each layer contributes to the characters animation in real time.

    -

    -
    Animation layer blending in the PlayCanvas examples browser

    +


    +Animation layer blending in the PlayCanvas examples browser

    When editing an AnimStateGraph asset, you’re now presented with two Blend Type options in each layer. The Overwrite option is set by default and works as before, each subsequent layer completely overwrites the animation values of previous layers.

    However, now, if you select the ‘Additive’ option, the anim system will take the weight of each additive layer into account and blend the layered animations accordingly. This is a great way to blend one animation on top of another.

    @@ -141,8 +141,8 @@

    Graph Layers - Split your animation behavior into separate layers. For instance: locomotion animations can be separated from facial expressions.

    Multiple characters - Because anim state graphs are stored as assets, a single graph can be used to drive the animation of as many entities as you want by assigning your graph asset to multiple entity anim components.

    -

    -
    Multiple characters utilizing the same anim state graph

    +


    +Multiple characters utilizing the same anim state graph

    While these two characters use different animations for their various actions, they share the same behavior. With the anim state graph you can update this behavior in one place while still using it with as many characters as you like.

    How does it all work?

    When opening an Anim State Graph asset you’ll be presented with a visual graph editor which allows you to define all of the different animation states your game object can be in. You can then connect these states using transitions.

    @@ -157,8 +157,8 @@

    Looking Ahead<

    Animation Events - These events can be set up to fire and specific points during the lifetime of an animation, allowing you to hook game logic into the behavior of your anim state graph. For example you could spawn a set of dust particles during the exact frame that your character lands on the ground after a jump.

    Layer Masking - You’ll be able mask your character animations on a particular state graph layer. For instance you could have only the bottom half of a character driven by a particular anim state graph layer.

    Blend Trees - Directly control the blend between multiple animations in real time.

    -

    -
    Blending three animations using a 2D cartesian blend tree

    +


    +Blending three animations using a 2D cartesian blend tree

    Animation Clips - Currently the anim state graph supports animation assets that have been imported into PlayCanvas. Clips will allow you to create extra animation assets within the PlayCanvas editor yourself! These will be great for quickly adding smaller animated flourishes to your game objects.

    If you’re interested in using anim state graphs in your PlayCanvas projects, here’s some useful links:

      diff --git a/tanx-lives-popular-webgl-online-game-returns/index.html b/tanx-lives-popular-webgl-online-game-returns/index.html index ecbc85edf..1f4e88dea 100644 --- a/tanx-lives-popular-webgl-online-game-returns/index.html +++ b/tanx-lives-popular-webgl-online-game-returns/index.html @@ -5,7 +5,7 @@ TANX lives! Popular WebGL online game returns | PlayCanvas Blog - + diff --git a/tanx-takes-webgl-gaming-to-a-new-level/index.html b/tanx-takes-webgl-gaming-to-a-new-level/index.html index b235eab49..0d7a03e50 100644 --- a/tanx-takes-webgl-gaming-to-a-new-level/index.html +++ b/tanx-takes-webgl-gaming-to-a-new-level/index.html @@ -5,7 +5,7 @@ TANX Takes WebGL Gaming to a New Level | PlayCanvas Blog - + diff --git a/the-devlog-playcanvas-community-feature/index.html b/the-devlog-playcanvas-community-feature/index.html index 5f277d8a9..a90d25520 100644 --- a/the-devlog-playcanvas-community-feature/index.html +++ b/the-devlog-playcanvas-community-feature/index.html @@ -5,7 +5,7 @@ The DevLog - PlayCanvas Community Feature | PlayCanvas Blog - + diff --git a/the-making-of-seemore-webgl/index.html b/the-making-of-seemore-webgl/index.html index 18dfa89b3..7702c497a 100644 --- a/the-making-of-seemore-webgl/index.html +++ b/the-making-of-seemore-webgl/index.html @@ -5,7 +5,7 @@ The Making of Seemore WebGL | PlayCanvas Blog - + diff --git a/transitioning-to-the-new-render-component-and-fill-mode-api/index.html b/transitioning-to-the-new-render-component-and-fill-mode-api/index.html index 60db34831..a7796a1e8 100644 --- a/transitioning-to-the-new-render-component-and-fill-mode-api/index.html +++ b/transitioning-to-the-new-render-component-and-fill-mode-api/index.html @@ -5,7 +5,7 @@ Transitioning to the New Render Component and Fill Mode API | PlayCanvas Blog - + diff --git a/tutorial-series-a-complete-playcanvas-game/index.html b/tutorial-series-a-complete-playcanvas-game/index.html index 425f213d2..739c13ee8 100644 --- a/tutorial-series-a-complete-playcanvas-game/index.html +++ b/tutorial-series-a-complete-playcanvas-game/index.html @@ -5,7 +5,7 @@ Tutorial Series: A complete PlayCanvas game | PlayCanvas Blog - + diff --git a/tutorials-section-expanded/index.html b/tutorials-section-expanded/index.html index 3ce23e0f0..7b2530f7b 100644 --- a/tutorials-section-expanded/index.html +++ b/tutorials-section-expanded/index.html @@ -5,7 +5,7 @@ Tutorials section expanded! | PlayCanvas Blog - + diff --git a/upcoming-code-editor-upgrade-to-monaco/index.html b/upcoming-code-editor-upgrade-to-monaco/index.html index 0aed4a1e1..65eab127c 100644 --- a/upcoming-code-editor-upgrade-to-monaco/index.html +++ b/upcoming-code-editor-upgrade-to-monaco/index.html @@ -5,7 +5,7 @@ Upcoming Code Editor Upgrade to Monaco! | PlayCanvas Blog - + diff --git a/upcoming-ui-changes-to-dashboard-and-editor-playcanvas-bytes/index.html b/upcoming-ui-changes-to-dashboard-and-editor-playcanvas-bytes/index.html index 12c6d9a76..8b95309ed 100644 --- a/upcoming-ui-changes-to-dashboard-and-editor-playcanvas-bytes/index.html +++ b/upcoming-ui-changes-to-dashboard-and-editor-playcanvas-bytes/index.html @@ -5,7 +5,7 @@ Upcoming UI changes to Dashboard and Editor - PlayCanvas Bytes | PlayCanvas Blog - + diff --git a/using-visual-studio-code-with-playcanvas/index.html b/using-visual-studio-code-with-playcanvas/index.html index b6fc936a4..71fd28739 100644 --- a/using-visual-studio-code-with-playcanvas/index.html +++ b/using-visual-studio-code-with-playcanvas/index.html @@ -5,7 +5,7 @@ Using Visual Studio Code with PlayCanvas | PlayCanvas Blog - + diff --git a/variance-shadow-maps-for-webgl-and-more/index.html b/variance-shadow-maps-for-webgl-and-more/index.html index 83bdf086c..b2363dc24 100644 --- a/variance-shadow-maps-for-webgl-and-more/index.html +++ b/variance-shadow-maps-for-webgl-and-more/index.html @@ -5,7 +5,7 @@ Variance Shadow Maps for WebGL and More! | PlayCanvas Blog - + diff --git a/version-control-in-playcanvas/index.html b/version-control-in-playcanvas/index.html index f46801c0c..337dda75b 100644 --- a/version-control-in-playcanvas/index.html +++ b/version-control-in-playcanvas/index.html @@ -5,7 +5,7 @@ Version Control in PlayCanvas | PlayCanvas Blog - + diff --git a/virtual-reality-and-the-future-of-web-based-gaming/index.html b/virtual-reality-and-the-future-of-web-based-gaming/index.html index 3f3ce0eef..cb04d13da 100644 --- a/virtual-reality-and-the-future-of-web-based-gaming/index.html +++ b/virtual-reality-and-the-future-of-web-based-gaming/index.html @@ -5,7 +5,7 @@ Virtual Reality and the future of Web Based Gaming | PlayCanvas Blog - + @@ -17,8 +17,8 @@

      Why Virt

      Many virtual reality experiences target immersion, where users interaction can open the door to a reality (even if only partially) that is not their own.  However the technology behind the Oculus lets the user into a much deeper experience. Where extreme latency and narrow fields of vision have prevented previous Virtual Reality technologies from being immersive, they have often proved successful in creating nausea. As humans are sensitive to latencies as low as 20 milliseconds it is important for the technology in question to be as precise and fast as possible.

      Usually leaving users craning necks and grabbing thin air in disbelief, the Oculus takes over 1000 readings per second and so far is effective enough to trick the mind and simulate a physical presence. The VR industry is now closer to 'telexistance' than ever before. Mark Zuckerberg, the current owner of the technology (following an acquisition worth $2 billion by Facebook) described its potential, exclaiming  "Imagine enjoying a courtside seat at a game, studying in a classroom of students and teachers all over the world, or consulting with a doctor face-to-face—just by putting on goggles in your home.”. The Oculus promises that in (hopefully few) years to come, gamers may be able to act and react naturally in what is still a virtual setting.

      The Oculus Rift and PlayCanvas

      -

      Dave in VR -
      Oculus Rift support coming soon to PlayCanvas

      +

      Dave in VR
      +Oculus Rift support coming soon to PlayCanvas

      Imagine a future where you open your Internet browser, select a VR ready online game, enable your Oculus headset and transport yourself into the game immediately. Mind blowing? Potentially yes. This is why we here at PlayCanvas are committed to intertwining the paths of both WebGL and HTML5 technologies with the capabilities of the Oculus Rift. It's crazy to think that VR games could be played and developed by simply opening your favorite web browser.

      Firefox are already thinking about VR on the web. Chrome are too. Be sure that when VR support fully comes to the web, PlayCanvas will be ready to help you get there faster. Game Developer's have so many challenges to overcome while developing their game that adding VR (or Head-Mounted Display) support could become just another one of the features that you'd love to try but never quite have time to do. However, using PlayCanvas it's simple. Just drop the OculusCamera script onto your camera and we'll do all the magic to make your game render ready for the headset.

      Hyper-realistic gaming experiences should not be limited to core gaming platforms. When web-based gaming can involve products like the Oculus we're opening up an whole new class of immersive gaming experiences. The best of the features of the web; low-friction, accessible and shareable; with the best features of the Oculus, immersive, high-end experiences. It's brave new world!

      diff --git a/watching-and-starring/index.html b/watching-and-starring/index.html index 26b4b9495..cec602a44 100644 --- a/watching-and-starring/index.html +++ b/watching-and-starring/index.html @@ -5,7 +5,7 @@ Watching and Starring | PlayCanvas Blog - + diff --git a/webar-experiences-and-playcanvas-developer-spotlight-with-frantz-from-visionaries777/index.html b/webar-experiences-and-playcanvas-developer-spotlight-with-frantz-from-visionaries777/index.html index b33aeb24e..f195101a8 100644 --- a/webar-experiences-and-playcanvas-developer-spotlight-with-frantz-from-visionaries777/index.html +++ b/webar-experiences-and-playcanvas-developer-spotlight-with-frantz-from-visionaries777/index.html @@ -5,7 +5,7 @@ Building WebAR Experiences - Developer Spotlight with Visionaries777 | PlayCanvas Blog - + diff --git a/webar-experiences-developer-spotlight-with-animech/index.html b/webar-experiences-developer-spotlight-with-animech/index.html index f0787c898..4569f439b 100644 --- a/webar-experiences-developer-spotlight-with-animech/index.html +++ b/webar-experiences-developer-spotlight-with-animech/index.html @@ -5,7 +5,7 @@ Web AR Experiences - Developer Spotlight with Animech | PlayCanvas Blog - + diff --git a/webgl-case-study-rebuilding-the-star-lord-pbr-demo/index.html b/webgl-case-study-rebuilding-the-star-lord-pbr-demo/index.html index 749659217..bbd826467 100644 --- a/webgl-case-study-rebuilding-the-star-lord-pbr-demo/index.html +++ b/webgl-case-study-rebuilding-the-star-lord-pbr-demo/index.html @@ -5,7 +5,7 @@ WebGL Case Study: Rebuilding the Star-Lord PBR Demo | PlayCanvas Blog - + diff --git a/webgl-on-iphone-in-less-than-a-minute/index.html b/webgl-on-iphone-in-less-than-a-minute/index.html index b576130e4..1d752336e 100644 --- a/webgl-on-iphone-in-less-than-a-minute/index.html +++ b/webgl-on-iphone-in-less-than-a-minute/index.html @@ -5,7 +5,7 @@ WebGL on iPhone in less than a minute | PlayCanvas Blog - + diff --git a/webgl-texture-compression-made-easy/index.html b/webgl-texture-compression-made-easy/index.html index 7b9d4f1e5..c09279361 100644 --- a/webgl-texture-compression-made-easy/index.html +++ b/webgl-texture-compression-made-easy/index.html @@ -5,7 +5,7 @@ WebGL Texture Compression Made Easy | PlayCanvas Blog - + diff --git a/webvr-lab-launch/index.html b/webvr-lab-launch/index.html index aac8413a6..6f21906eb 100644 --- a/webvr-lab-launch/index.html +++ b/webvr-lab-launch/index.html @@ -5,7 +5,7 @@ WebVR Lab launches with Chrome 56 for Daydream | PlayCanvas Blog - + diff --git a/webvr-support-in-playcanvas/index.html b/webvr-support-in-playcanvas/index.html index 59ecbed07..dc124736a 100644 --- a/webvr-support-in-playcanvas/index.html +++ b/webvr-support-in-playcanvas/index.html @@ -5,7 +5,7 @@ WebVR support in PlayCanvas | PlayCanvas Blog - + diff --git a/webxr-ar-made-easy-with-playcanvas/index.html b/webxr-ar-made-easy-with-playcanvas/index.html index a510cdd45..800dc3114 100644 --- a/webxr-ar-made-easy-with-playcanvas/index.html +++ b/webxr-ar-made-easy-with-playcanvas/index.html @@ -5,7 +5,7 @@ WebXR AR Made Easy with PlayCanvas | PlayCanvas Blog - + diff --git a/welcome-ludum-darers/index.html b/welcome-ludum-darers/index.html index eb53536c3..4f3fa5a4a 100644 --- a/welcome-ludum-darers/index.html +++ b/welcome-ludum-darers/index.html @@ -5,7 +5,7 @@ Welcome Ludum Darers | PlayCanvas Blog - + diff --git a/whats-new-hdr-cubemaps-multi-selection-and-more/index.html b/whats-new-hdr-cubemaps-multi-selection-and-more/index.html index a5b738144..238870c91 100644 --- a/whats-new-hdr-cubemaps-multi-selection-and-more/index.html +++ b/whats-new-hdr-cubemaps-multi-selection-and-more/index.html @@ -5,7 +5,7 @@ What's New: HDR Cubemaps, Multi-selection and more | PlayCanvas Blog - + diff --git a/whats-new-html-assets-new-gizmos-viewport-improvements/index.html b/whats-new-html-assets-new-gizmos-viewport-improvements/index.html index b0d8d08a9..8b89597ff 100644 --- a/whats-new-html-assets-new-gizmos-viewport-improvements/index.html +++ b/whats-new-html-assets-new-gizmos-viewport-improvements/index.html @@ -5,7 +5,7 @@ What's new? HTML Assets, New Gizmos, Viewport improvements | PlayCanvas Blog - + diff --git a/whats-new-multi-selection-gizmos-and-faster-lighting/index.html b/whats-new-multi-selection-gizmos-and-faster-lighting/index.html index e087d74eb..9198141cb 100644 --- a/whats-new-multi-selection-gizmos-and-faster-lighting/index.html +++ b/whats-new-multi-selection-gizmos-and-faster-lighting/index.html @@ -5,7 +5,7 @@ What's New: Multi-selection, Gizmos and Faster Lighting | PlayCanvas Blog - + diff --git a/who-ludum-dares-wins/index.html b/who-ludum-dares-wins/index.html index 6bb6c66f3..ed641501f 100644 --- a/who-ludum-dares-wins/index.html +++ b/who-ludum-dares-wins/index.html @@ -5,7 +5,7 @@ Who Ludum Dares Wins! | PlayCanvas Blog - + diff --git a/will-html5-change-the-way-games-are-made/index.html b/will-html5-change-the-way-games-are-made/index.html index 767443aa7..3e871274b 100644 --- a/will-html5-change-the-way-games-are-made/index.html +++ b/will-html5-change-the-way-games-are-made/index.html @@ -5,7 +5,7 @@ Will HTML5 change the way games are made? | PlayCanvas Blog - +