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2 changes: 0 additions & 2 deletions blog/2014-06-04-playcanvas-goes-open-source.md
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Expand Up @@ -92,9 +92,7 @@ So you want to help us make the very best 3D engine on the web? Great! Head ove
Lastly, stay in touch, we're a friendly bunch.

- Follow us on Twitter, [@playcanvas](https://twitter.com/playcanvas), for updates on PlayCanvas.

- Like the [PlayCanvas Facebook](https://facebook.com/playcanvas) page for our whimsical views on the game dev scene.

- Join and start discussions on the [PlayCanvas Forum](https://forum.playcanvas.com/).

We’re super excited to see what the open source community will do with the PlayCanvas Engine. Get creative and be sure to let us know about your projects.
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2 changes: 0 additions & 2 deletions blog/2014-06-13-playcanvas-update.md
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Expand Up @@ -15,7 +15,5 @@ title: PlayCanvas Update 13/06/14
### Stay In The Loop

- Follow us on Twitter, [@playcanvas](https://twitter.com/playcanvas), for updates on PlayCanvas.

- Like the [PlayCanvas Facebook](https://facebook.com/playcanvas) page for our whimsical views on the game dev scene.

- Join and start discussions on the [PlayCanvas Forum](https://forum.playcanvas.com/).
2 changes: 0 additions & 2 deletions blog/2014-06-20-playcanvas-update-200614.md
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Expand Up @@ -37,7 +37,5 @@ We also showed our faces at a number of events this week. Dave showed off some o
### Stay In The Loop

- Follow us on Twitter, [@playcanvas](https://twitter.com/playcanvas), for updates on PlayCanvas.

- Like the [PlayCanvas Facebook](https://facebook.com/playcanvas) page for our whimsical views on the game dev scene.

- Join and start discussions on the [PlayCanvas Forum](https://forum.playcanvas.com/).
2 changes: 0 additions & 2 deletions blog/2014-07-18-playcanvas-update-18714.md
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Expand Up @@ -33,7 +33,5 @@ Earlier this week, our esteemed CEO Will Eastcott felt like showing some people
### Stay In The Loop

- Follow us on Twitter, [@playcanvas](https://twitter.com/playcanvas), for updates on PlayCanvas.

- Like the [PlayCanvas Facebook](https://facebook.com/playcanvas) page for our whimsical views on the game dev scene.

- Join and start discussions on the [PlayCanvas Forum](https://forum.playcanvas.com/).
2 changes: 0 additions & 2 deletions blog/2014-07-25-playcanvas-update-25714.md
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Expand Up @@ -23,7 +23,5 @@ That's all the updates for this week folks, keep using PlayCanvas, stay motivat
### Stay In The Loop

- Follow us on Twitter, [@playcanvas](https://twitter.com/playcanvas), for updates on PlayCanvas.

- Like the [PlayCanvas Facebook](https://facebook.com/playcanvas) page for our whimsical views on the game dev scene.

- Join and start discussions on the [PlayCanvas Forum](https://forum.playcanvas.com/).
2 changes: 0 additions & 2 deletions blog/2014-08-04-playcanvas-update-040814.md
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Expand Up @@ -33,7 +33,5 @@ Watch this space for SIGGRAPH and GAMESCOM updates over the next two weeks!
### Stay In The Loop

- Follow us on Twitter, [@playcanvas](https://twitter.com/playcanvas), for updates on PlayCanvas.

- Like the [PlayCanvas Facebook](https://facebook.com/playcanvas) page for our whimsical views on the game dev scene.

- Join and start discussions on the [PlayCanvas Forum](https://forum.playcanvas.com/).
2 changes: 0 additions & 2 deletions blog/2014-08-08-playcanvas-update-080814.md
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Expand Up @@ -19,7 +19,5 @@ Watch this space for SIGGRAPH and gamescom updates over the next week!
### Stay In The Loop

- Follow us on Twitter, [@playcanvas](https://twitter.com/playcanvas), for updates on PlayCanvas.

- Like the [PlayCanvas Facebook](https://facebook.com/playcanvas) page for our whimsical views on the game dev scene.

- Join and start discussions on the [PlayCanvas Forum](https://forum.playcanvas.com/).
2 changes: 0 additions & 2 deletions blog/2014-08-15-playcanvas-update-150814.md
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Expand Up @@ -18,7 +18,5 @@ Will (PlayCanvas CEO) headed off to [GDC Europe](https://twitter.com/GDC_Europe)
### Stay In The Loop

- Follow us on Twitter, [@playcanvas](https://twitter.com/playcanvas), for updates on PlayCanvas.

- Like the [PlayCanvas Facebook](https://facebook.com/playcanvas) page for our whimsical views on the game dev scene.

- Join and start discussions on the [PlayCanvas Forum](https://forum.playcanvas.com/).
2 changes: 0 additions & 2 deletions blog/2014-09-21-playcanvas-update-2192014.md
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Expand Up @@ -46,7 +46,5 @@ This is just the start of something big, but we now display how many people have
### Stay In The Loop

- Follow us on Twitter, [@playcanvas](https://twitter.com/playcanvas), for updates on PlayCanvas.

- Like the [PlayCanvas Facebook](https://facebook.com/playcanvas) page for our whimsical views on the game dev scene.

- Join and start discussions on the [PlayCanvas Forum](https://forum.playcanvas.com/).
2 changes: 0 additions & 2 deletions blog/2014-10-20-playhack-make-a-game-get-featured.md
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Expand Up @@ -49,7 +49,5 @@ On the **1st December** we will judge your projects and our favorite will be **f
### Stay In The Loop

- Follow us on Twitter, [@playcanvas](https://twitter.com/playcanvas), for updates on PlayCanvas.

- Like the [PlayCanvas Facebook](https://facebook.com/playcanvas) page for our whimsical views on the game dev scene.

- Join and start discussions on the [PlayCanvas Forum](https://forum.playcanvas.com/).
2 changes: 0 additions & 2 deletions blog/2014-11-21-playcanvas-update-211114.md
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Expand Up @@ -52,7 +52,5 @@ There is little **over a week to go till the first PlayHack Game Jam closes**, b
### Stay In The Loop

- Follow us on Twitter, [@playcanvas](https://twitter.com/playcanvas), for updates on PlayCanvas.

- Like the [PlayCanvas Facebook](https://facebook.com/playcanvas) page for our whimsical views on the game dev scene.

- Join and start discussions on the [PlayCanvas Forum](https://forum.playcanvas.com/).
2 changes: 0 additions & 2 deletions blog/2014-12-05-playcanvas-update-51214.md
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Expand Up @@ -56,7 +56,5 @@ We're running a **special deal** this weekend. If you enter Ludum Dare and compl
### Stay In The Loop

- Follow us on Twitter, [@playcanvas](https://twitter.com/playcanvas), for updates on PlayCanvas.

- Like the [PlayCanvas Facebook](https://facebook.com/playcanvas) page for our whimsical views on the game dev scene.

- Join and start discussions on the [PlayCanvas Forum](https://forum.playcanvas.com/).
2 changes: 0 additions & 2 deletions blog/2020-06-03-implementing-cloth-simulation-in-webgl.md
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Expand Up @@ -69,9 +69,7 @@ On this character, only colliders for the legs and body are needed.
We are really excited about developing this technology in the coming months. We will focus on these areas:

- Take learnings from the prototype and add good support for soft body dynamics in PlayCanvas

- Create easy to use tools for PlayCanvas developers to import and setup characters with soft body dynamics

- Further optimize and improve quality

We would love to get your thoughts and feedback so come join the conversation on the [PlayCanvas forum](https://forum.playcanvas.com/t/how-to-implement-cloth-simulation-with-playcanvas/13484)!
6 changes: 0 additions & 6 deletions blog/2023-01-04-playcanvas-review-of-2022.md
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Expand Up @@ -114,17 +114,11 @@ We've been continuously improving the Editor, making it even more powerful and u
These include:

- [Infrastructure upgrades across the board](https://eng.snap.com/playcanvas-backend-infrastructure) with benefits to all users including:

- Faster download speeds for published build zips across the world.

- Faster asset delivery with up to 50% improvement in loading projects in the Editor and the Launch Tab.

- Zero downtime deployment for services.

- [More powerful Scene Hierarchy Search](https://github.com/playcanvas/editor/releases/tag/v1.21.81) that searches components and script names.

- [Creating Texture Tool](https://github.com/playcanvas/editor/releases/tag/v1.21.61) to inspect textures and convert HDRIs to/from cubemaps (also open source!).

- Adding GitHub sign-in.

[The project dashboard has gotten a huge refresh](https://github.com/playcanvas/editor/releases/tag/v1.21.82) and can be accessed in-Editor. It includes searching and sorting of the project list as well as being able to manage teams and settings without leaving the Editor!
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Expand Up @@ -44,9 +44,7 @@ glTF conversion [by @AsoboStudio and @scurest](https://github.com/KhronosGroup/
In short, glTF import is a major addition to the PlayCanvas Editor, and will greatly enhance the workflow of our users. It allows developers to:

- Faithfully import glTF/GLB files from many different applications and stores.

- Edit the materials and hierarchy of imported glTF/GLB files.

- Import glTF/GLB animations and quickly configure loops and transitions.

We are thrilled to bring this new feature to our users and we can't wait to see the amazing projects that will be created with it. If you have any questions or feedback, please let us know on our [community forum](https://forum.playcanvas.com/t/glb-gltf-2-0-import-for-playcanvas-is-live/29341).
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Expand Up @@ -66,19 +66,15 @@ This was done by combining several of our WebXR example projects and the scripts
'xr-manger.js' is controls how the XR experience is managed and handled throughout the experience:

- Entering and leaving AR and VR.

- Which UI buttons to show based on the XR capabilities of the device it is running on (e.g hides the VR UI button if AR is available or VR is not available).

- Showing and hiding Entities that are specific to each experience.

- Moving specific Entities in front of the user when in AR so the video can be seen more easily without moving.

#### Adding AR

AR mode was added first, taking the 'xr-manager.js' script as a base from [WebXR UI Interaction tutorial](https://developer.playcanvas.com/tutorials/webxr-ray-input/). Key changes that had to be made to the project were:

- Ensuring ‘Transparent Canvas’ is enabled in the project rendering settings.

- Creating a second camera specifically for AR which is set to render the layers that are needed for AR (i.e. not including the skybox layer) and having a transparent clear color for video passthrough).

After [copying and pasting](https://developer.playcanvas.com/user-manual/designer/assets/#copy-and-paste-between-projects) 'the xr-manager.js' file from the tutorial project into the demo project, I hooked up the UI elements and buttons to enter AR and added extra functionality to disable and enable Entities for AR and non-AR experiences.
Expand Down Expand Up @@ -166,7 +162,6 @@ There is other functionality in the experience that has been taken from our [tut
These include:

- [Orbit Camera](https://developer.playcanvas.com/tutorials/orbit-camera/) for the non XR camera controls. The orbit camera controls are disabled when the camera entity is disabled so that the camera wouldn't move while in a XR session.

- [Video Textures](https://developer.playcanvas.com/tutorials/video-textures/) for the Microsoft video on the information dialog. [It was modified](https://playcanvas.com/editor/code/988340?tabs=104167290) so that it would apply the video texture directly to the Element on the Entity it was attached to.

Although not PlayCanvas related, it is worth shouting out: the awesome QR code (that is displayed if the device is not XR compatible) is generated with [Amazing-QR](https://github.com/x-hw/amazing-qr). It's able to create colorful and animated QR codes that are more interesting and attractive than the typical black and white versions.
Expand All @@ -192,9 +187,7 @@ If you have reached here, thank you very much for reading and we hope you have f
Useful links:

- [Read more about Microsoft Capture Studios](https://www.microsoft.com/en-us/mixed-reality/capture-studios)

- [Open in Editor](https://playcanvas.com/project/988340/overview/ms-mrcs-holo-video-private)

- [Play the Published Build](https://playcanv.as/p/d3xb8X2Q/)

We would love to get your thoughts and feedback so come join the conversation on the [PlayCanvas forum](https://forum.playcanvas.com/t/playcanvas-now-supports-microsoft-volumetric-video-playback/29355)!
2 changes: 0 additions & 2 deletions blog/2023-02-07-how-to-make-your-html5-games-awesome.md
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Expand Up @@ -149,9 +149,7 @@ ScaleRandomizer.prototype.getRandomScale = function () {
Awesome, the asteroids look much nicer. Let's turn our attention back to our background for a moment as it looks very static.

- Could we give it some life by adding some ‘background’ asteroids?

- Could we even make destroyed asteroids leave pieces behind as we destroy them?

- The game currently gets harder as time goes on. Maybe we can indicate that visually somehow? Maybe by changing the background texture?

Let's implement these ideas!
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Expand Up @@ -20,25 +20,17 @@ With WebGPU, we can expect to see more immersive and interactive 3D experiences
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.

- 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.

- 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.

- 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.

- 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.

- To support the WebGPU platform, we need to undergo a significant refactoring to organize uniforms into uniform buffers.

- 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.

## What is left to do

- 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.

- We need to incorporate it into the Editor environment for both launched and published applications. Currently, only WebGL is available in this environment.

- 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.

- 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.

## Engine examples
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