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 2d55afb72..efe010453 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 90097cb0d..317a264d8 100644 --- a/404.html +++ b/404.html @@ -5,7 +5,7 @@ Page Not Found | PlayCanvas Blog - + diff --git a/a-faster-supersplat-with-pwa-support/index.html b/a-faster-supersplat-with-pwa-support/index.html index 54e3cce0e..897fc963e 100644 --- a/a-faster-supersplat-with-pwa-support/index.html +++ b/a-faster-supersplat-with-pwa-support/index.html @@ -5,7 +5,7 @@ A Faster SuperSplat with PWA Support | 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 8d819190b..711671490 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 @@ -5,7 +5,7 @@ A Graph Rendering Library for the Web: PCUI Graph | PlayCanvas Blog - + diff --git a/a-multiplayer-3rd-person-shooter-in-html5/index.html b/a-multiplayer-3rd-person-shooter-in-html5/index.html index 26d86628d..91f8130e6 100644 --- a/a-multiplayer-3rd-person-shooter-in-html5/index.html +++ b/a-multiplayer-3rd-person-shooter-in-html5/index.html @@ -5,7 +5,7 @@ Making a multiplayer 3rd-person shooter in HTML5 | PlayCanvas Blog - + diff --git a/a-new-ui-for-the-playcanvas-editor/index.html b/a-new-ui-for-the-playcanvas-editor/index.html index bb7c7e45f..2be1f69b3 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 edbba18ee..2d61ad890 100644 --- a/a-wild-designer-appears/index.html +++ b/a-wild-designer-appears/index.html @@ -5,7 +5,7 @@ A wild designer appears! | PlayCanvas Blog - + diff --git a/a-wild-programmer-appears/index.html b/a-wild-programmer-appears/index.html index 9e1e9d77b..89d90d345 100644 --- a/a-wild-programmer-appears/index.html +++ b/a-wild-programmer-appears/index.html @@ -5,7 +5,7 @@ A wild programmer appears! | PlayCanvas Blog - + diff --git a/anim-layer-masks-and-blending/index.html b/anim-layer-masks-and-blending/index.html index 093f74ae0..54f0f253e 100644 --- a/anim-layer-masks-and-blending/index.html +++ b/anim-layer-masks-and-blending/index.html @@ -5,7 +5,7 @@ Anim Layer Masks and Blending | PlayCanvas Blog - + diff --git a/announcing-playcanvas-answers/index.html b/announcing-playcanvas-answers/index.html index 27b959931..dc42404d6 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 aeb9b83e1..6244ff02e 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 d90191473..83e345c69 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 e412e74eb..2dff43980 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 c2ae428e1..f1ad63934 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/0744059c.2637073f.js b/assets/js/0744059c.864aa7ed.js similarity index 93% rename from assets/js/0744059c.2637073f.js rename to assets/js/0744059c.864aa7ed.js index c0283bc42..af0103141 100644 --- a/assets/js/0744059c.2637073f.js +++ b/assets/js/0744059c.864aa7ed.js @@ -1 +1 @@ -"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[21225],{7816:(e,t,n)=>{n.r(t),n.d(t,{assets:()=>l,contentTitle:()=>i,default:()=>d,frontMatter:()=>o,metadata:()=>a,toc:()=>c});var a=n(22332),s=n(74848),r=n(28453);const o={authors:"christy",slug:"playcanvas-update-211114",title:"PlayCanvas Update 21/11/14"},i=void 0,l={authorsImageUrls:[void 0]},c=[{value:"Features",id:"features",level:3},{value:"New Particle System",id:"new-particle-system",level:4},{value:"Project Pages",id:"project-pages",level:4},{value:"Watching and Starring Projects",id:"watching-and-starring-projects",level:4},{value:"Graphics",id:"graphics",level:3},{value:"Other News",id:"other-news",level:3},{value:"Propsplanet",id:"propsplanet",level:4},{value:"PlayHack",id:"playhack",level:4},{value:"Stay In The Loop",id:"stay-in-the-loop",level:3}];function h(e){const t={a:"a",h3:"h3",h4:"h4",img:"img",li:"li",p:"p",strong:"strong",ul:"ul",...(0,r.R)(),...e.components};return(0,s.jsxs)(s.Fragment,{children:[(0,s.jsx)(t.p,{children:"We haven't been keeping up our weekly update as much as we really should and for that we are eternally sorry. 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A series of blog articles where we talk to developers about how they use PlayCanvas and showcase the fantastic work they are doing on the Web."}),"\n",(0,a.jsxs)(t.p,{children:["Today we are excited to be joined by Frantz Lasorne, co-founder of ",(0,a.jsx)(t.a,{href:"https://www.vz777.com/",children:"Visionaries777"}),"."]}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"Hi! Let's get started. Firstly, welcome to the developer spotlight! Frantz, if you could just tell me a little bit about yourself and your team and your studio."})}),"\n",(0,a.jsx)(t.p,{children:"My name is Frantz and I'm the co-founder of Visionaries777. Actually, we [founders] are three. We started as two French guys. We studied together in France; Interaction Design, and then we created this company about 10 years ago in Hong Kong."}),"\n",(0,a.jsx)(t.p,{children:"[We currently employ] Around 35 people. We've been working on AR since 2010. It's our main focus. 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I think mostly the model optimizations; how to get the WebGL experience as small as possible, but retaining maximum visual quality. Most of our clients are either automotive brands or luxury brands, so they are concerned about the product that you are looking at on the screen. It's pointless to show a product that you can see the rough edges of. They won't like it in the end."}),"\n",(0,a.jsx)(t.p,{children:"That was our struggle at the beginning - to try and find the right balance of optimizing enough, but not too much, and be happy with loading time. So it took some trying to get this right and find the right compromise."}),"\n",(0,a.jsx)(t.p,{children:"Right now, with our current approach and the tools in our pipeline, we\u2019re quite happy. And it's also why we work with Cartier and are now doing all these products on their websites."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(61696).A+"",children:(0,a.jsx)(t.img,{alt:"Watch",src:n(53710).A+"",width:"1600",height:"884"})})}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"That's very interesting. Visionaries777 has worked on several Web AR experiences. Can you tell me how important you think Web AR is today?"})}),"\n",(0,a.jsx)(t.p,{children:"It's very important - but we are back to the same problem that we had in the early 2010s, when we relied on markers for tracking. Now with where we are in WebAR we are still very limited. You need something like an image marker, or a floor with a world target, but it's not as stable as if you use AR Kit or AR Core in a native Unity app."}),"\n",(0,a.jsx)(t.p,{children:"With a standalone Unity application with ARKit and ARCore it's mind blowing what you can do. There's barely any drift, it's super accurate. With web you're still constrained. Tracking is not perfect. There's a lot of drift. So I think the applications we see with the present state of tech are limited, experiences are considered a bit gimmicky. It's getting there, but it still needs to grow."}),"\n",(0,a.jsx)(t.p,{children:"But at the end of the day, for marketing initiatives, no one wants to install an ad app on their smartphone as a user, as a consumer. You don't want to install a BMW app just to uninstall it three days later because you're done playing around."}),"\n",(0,a.jsx)(t.p,{children:"These sorts of experiences were fine 10 years ago on an iPhone, but now people have moved on, and have different mindsets - things should be accessible through a web browser directly, not through an app. If it's inside an app, it has to be inside Snapchat, inside Instagram, or inside an app that has more to it than just one AR experience."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(50911).A+"",children:(0,a.jsx)(t.img,{alt:"BMW",src:n(45829).A+"",width:"1024",height:"563"})})}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"Extending a bit from that question, why do you think that the clients you work with want Web AR in their experiences?"})}),"\n",(0,a.jsx)(t.p,{children:"Augmented reality has always been exciting for brands to show a product in 3D and also integrate it into [customers\u2019] homes or their driveway. It\u2019s quite appealing for a brand, marketing-wise. Then, for consumers, it's something new, it's fun. You get closer to the product."}),"\n",(0,a.jsx)(t.p,{children:"It\u2019s key to reduce friction."}),"\n",(0,a.jsx)(t.p,{children:"You don't have to install things anymore. You download some assets in your web browser, but it's more transparent than going into the store and searching for the app and downloading it."}),"\n",(0,a.jsx)(t.p,{children:"Brands are definitely interested in WebAR for these reasons, so AR will keep growing. It brings a lot of value. You can try a car in your driveway or you can try a watch on your wrist."}),"\n",(0,a.jsx)(t.p,{children:"eCommerce in a more immersive way is really the next generation for eCommerce experiences."}),"\n",(0,a.jsx)("div",{className:"iframe-container",children:(0,a.jsx)("iframe",{loading:"lazy",width:"560",height:"315",src:"https://www.youtube.com/embed/eGx9gFHWu_4",title:"YouTube video player",allow:"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture",allowfullscreen:!0})}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"When you're building your Web AR experiences, what features does PlayCanvas provide that you think were most helpful?"})}),"\n",(0,a.jsx)(t.p,{children:"I think the true value of PlayCanvas is really how they are keeping up to date with all the WebGL standards, improving materials, improving compression, improving loading and so on. And their UI is very easy to use."}),"\n",(0,a.jsx)(t.p,{children:"When you import your model, it gets converted to the GLB format. It makes it more lightweight, and you don't need to pre-export it as GLB."}),"\n",(0,a.jsx)(t.p,{children:"On the programming side, it's just JavaScript. You can do whatever you want. It doesn't have any preset for you aside from an orbit camera, but that's not really important. Anyone can build more."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"Cool! So, how would you say that building an HTML5 or a WebGL experience differs from developing a native experience or a native application?"})}),"\n",(0,a.jsx)(t.p,{children:"You have to always concern yourself with the loading. In some cases, when you develop a web experience, you have to load something quickly for the user to play with right away. Then the model and the rest gets loaded progressively afterwards. 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You explained how you guys use some of the features of the editor, but is there any feature PlayCanvas provides that is the team's favorite?"})}),"\n",(0,a.jsx)(t.p,{children:"To me it's more that we can collaborate. The collaboration aspect of PlayCanvas is quite nice because you have one project and anyone can access it from their desktop machine on the web."}),"\n",(0,a.jsx)(t.p,{children:"And you can, as an artist, populate the scene with the assets. Then, the developer can work with it. In parallel. And you can have someone to check things, maybe not edit anything, but do quality control. The collaboration aspect is one of the best features I would say that makes [PlayCanvas] so nice to work with."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"As part of the interview, but also as a feedback exercise, what is a PlayCanvas feature that would be at the top of your wishlist?"})}),"\n",(0,a.jsx)(t.p,{children:"It would be great if the PlayCanvas editor had a feature to assign different texture resolutions for different platforms (mobile or desktop), similarly to how Unity does it for different devices. It would make it so much easier to manage rather than doing it with code and tagging etc."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"Thanks for sharing the feedback! Going back to another question, how do you see HTML5 and web experiences evolving over the next few years?"})}),"\n",(0,a.jsx)(t.p,{children:"I think it will grow. We see two things at the moment, WebGL experiences and cloud streaming, which is not HTML or WebGL at all. Some brands will choose either doing a WebGL configurator, or a cloud streaming configurator. Those are two different approaches. I have a tendency to prefer WebGL because you have a much more crisp image."}),"\n",(0,a.jsx)(t.p,{children:"Also, once the experience is loaded, it's much more responsive to commands. You're not constrained by latency of streaming and video glitches. Those are things that put me off when I do classroom experiences."}),"\n",(0,a.jsx)(t.p,{children:"So I think WebGL will continue, especially right now with the whole discussion around the metaverse, and when we talk about the necessary file transmission. GLTF, USDZ, USD - those files can be translated from one platform to another, so I think there's a lot of potential for these."}),"\n",(0,a.jsx)(t.p,{children:"I think the metaverse will most likely be built in WebGL rather than in cloud streaming, but I could be wrong."}),"\n",(0,a.jsx)(t.p,{children:"Either way, I believe that in the end, it's very important for brands to start digitizing all their assets. For example, Cartier chooses to have a WebGL viewer and recreate every single one of their products into GLB formats. I think it's quite smart because once you have them, you can reuse them anywhere on the web; whether it's in their website, the metaverse or a Snapchat AR filter."}),"\n",(0,a.jsx)(t.p,{children:"I think there's lots of opportunities, and as 5G expands, compression format algorithms get more efficient, things are going to be smaller and we'll be able to build richer experiences on the web. I think there's a long positive future, and cloud streaming is not necessarily going to replace it."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"Thank you! Those were all the questions I had. Thank you for your time, Frantz! Is there anything that you would like to promote, a website, a Twitter handle, or a job opening that you would like to share?"})}),"\n",(0,a.jsxs)(t.p,{children:["We have a website purely focused on product configurators, utilizing WebAR: ",(0,a.jsx)(t.a,{href:"https://urldefense.proofpoint.com/v2/url?u=https-3A__vzion.vz777.com_&d=DwMFaQ&c=ncDTmphkJTvjIDPh0hpF_4vCHvabgGkICC2epckfdiw&r=--LiNgtoHfPjPnEKFLeJr9qV3N1vxgN4hWV_E42dYVM&m=4HZIRF6gtBKtqaTzmjaHNw4pPJapodEg3V3LBHK9-GNaqmOuut91GXnHWxe2Fgtl&s=htV-gbUikESO1vAeS_POhpq9Oa1cn3ZvTVyvWl8IdJ8&e=",children:"https://vzion.vz777.com/"})]}),"\n",(0,a.jsxs)(t.p,{children:["And a main website too, where we show all of our work: ",(0,a.jsx)(t.a,{href:"https://urldefense.proofpoint.com/v2/url?u=https-3A__www.vz777.com_&d=DwMFaQ&c=ncDTmphkJTvjIDPh0hpF_4vCHvabgGkICC2epckfdiw&r=--LiNgtoHfPjPnEKFLeJr9qV3N1vxgN4hWV_E42dYVM&m=4HZIRF6gtBKtqaTzmjaHNw4pPJapodEg3V3LBHK9-GNaqmOuut91GXnHWxe2Fgtl&s=UWchHTrNjGrXrgGWEUt5HCYcBhGIj23pNTzYXbIfroo&e=",children:"https://www.vz777.com/"})]}),"\n",(0,a.jsxs)(t.p,{children:["We\u2019re also on twitter! Follow us there: ",(0,a.jsx)(t.a,{href:"https://urldefense.proofpoint.com/v2/url?u=https-3A__twitter.com_visionaries777&d=DwMFaQ&c=ncDTmphkJTvjIDPh0hpF_4vCHvabgGkICC2epckfdiw&r=--LiNgtoHfPjPnEKFLeJr9qV3N1vxgN4hWV_E42dYVM&m=4HZIRF6gtBKtqaTzmjaHNw4pPJapodEg3V3LBHK9-GNaqmOuut91GXnHWxe2Fgtl&s=M-4EP-U_WCzTsDLiMa7xM5iT-v5n14eLpE3gP90RPBc&e=",children:"https://twitter.com/visionaries777"})]})]})}function c(e={}){const{wrapper:t}={...(0,i.R)(),...e.components};return t?(0,a.jsx)(t,{...e,children:(0,a.jsx)(d,{...e})}):d(e)}},50911:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/files/v777-bmw-80445262e2e58a12dbc7e8d94e893ff0.jpg"},38370:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/files/v777-husqvarna-f2011d5a97b9b1526426d5ffe8680bd7.jpg"},10677:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/files/v777-nissan-ar-2c0b1e1e57e106427b88cc8698cd6bd4.jpg"},61696:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/files/v777-watch-b7181b8c2875451ece01769fe017f514.jpg"},45829:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/images/v777-bmw-80445262e2e58a12dbc7e8d94e893ff0.jpg"},7024:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/images/v777-husqvarna-f2011d5a97b9b1526426d5ffe8680bd7.jpg"},67111:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/images/v777-nissan-ar-2c0b1e1e57e106427b88cc8698cd6bd4.jpg"},53710:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/images/v777-watch-b7181b8c2875451ece01769fe017f514.jpg"},28453:(e,t,n)=>{n.d(t,{R:()=>r,x:()=>s});var o=n(96540);const a={},i=o.createContext(a);function r(e){const t=o.useContext(i);return o.useMemo((function(){return"function"==typeof e?e(t):{...t,...e}}),[t,e])}function s(e){let t;return t=e.disableParentContext?"function"==typeof e.components?e.components(a):e.components||a:r(e.components),o.createElement(i.Provider,{value:t},e.children)}},74015:e=>{e.exports=JSON.parse('{"permalink":"/webar-experiences-and-playcanvas-developer-spotlight-with-frantz-from-visionaries777","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2022-09-28-webar-experiences-and-playcanvas-developer-spotlight-with-frantz-from-visionaries777.md","source":"@site/blog/2022-09-28-webar-experiences-and-playcanvas-developer-spotlight-with-frantz-from-visionaries777.md","title":"Building WebAR Experiences - Developer Spotlight with Visionaries777","description":"Nissan AR","date":"2022-09-28T00:00:00.000Z","tags":[{"inline":true,"label":"ar","permalink":"/tags/ar"},{"inline":true,"label":"webxr","permalink":"/tags/webxr"},{"inline":true,"label":"spotlight","permalink":"/tags/spotlight"}],"readingTime":9.665,"hasTruncateMarker":true,"authors":[{"name":"Paulo Oliveira","title":"Associate Partner Support Engineer","page":{"permalink":"/authors/paulo"},"socials":{"linkedin":"https://www.linkedin.com/in/paulo-oliveira-ninitoph/"},"imageURL":"https://media.licdn.com/dms/image/v2/C4D03AQGBCxiefbbUlw/profile-displayphoto-shrink_800_800/profile-displayphoto-shrink_800_800/0/1654615914498?e=1730332800&v=beta&t=430DvI8uuos5obx7BhhHBqhT5TnNTv3q91eOOg6diII","key":"paulo"}],"frontMatter":{"authors":"paulo","slug":"webar-experiences-and-playcanvas-developer-spotlight-with-frantz-from-visionaries777","title":"Building WebAR Experiences - Developer Spotlight with Visionaries777","tags":["ar","webxr","spotlight"]},"unlisted":false,"prevItem":{"title":"glTF Viewer Arrives on Mobile with AR Support","permalink":"/gltf-viewer-arrives-on-mobile-with-ar-support"},"nextItem":{"title":"Porting from Unity to PlayCanvas - Developer Spotlight with Christina Kaliora","permalink":"/porting-from-unity-to-playcanvas-developer-spotlight-with-christina-kaliora"}}')}}]); \ No newline at end of file +"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[72918],{2826:(e,t,n)=>{n.r(t),n.d(t,{assets:()=>h,contentTitle:()=>s,default:()=>c,frontMatter:()=>r,metadata:()=>o,toc:()=>l});var o=n(74015),a=n(74848),i=n(28453);const r={authors:"paulo",slug:"webar-experiences-and-playcanvas-developer-spotlight-with-frantz-from-visionaries777",title:"Building WebAR Experiences - Developer Spotlight with Visionaries777",tags:["ar","webxr","spotlight"]},s=void 0,h={authorsImageUrls:[void 0]},l=[];function d(e){const t={a:"a",img:"img",p:"p",strong:"strong",...(0,i.R)(),...e.components};return(0,a.jsxs)(a.Fragment,{children:[(0,a.jsx)(t.p,{children:(0,a.jsx)(t.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(10677).A+"",children:(0,a.jsx)(t.img,{alt:"Nissan AR",src:n(67111).A+"",width:"1024",height:"568"})})}),"\n",(0,a.jsx)(t.p,{children:"Welcome to the second installment of Developer Spotlight! A series of blog articles where we talk to developers about how they use PlayCanvas and showcase the fantastic work they are doing on the Web."}),"\n",(0,a.jsxs)(t.p,{children:["Today we are excited to be joined by Frantz Lasorne, co-founder of ",(0,a.jsx)(t.a,{href:"https://www.vz777.com/",children:"Visionaries777"}),"."]}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"Hi! Let's get started. Firstly, welcome to the developer spotlight! Frantz, if you could just tell me a little bit about yourself and your team and your studio."})}),"\n",(0,a.jsx)(t.p,{children:"My name is Frantz and I'm the co-founder of Visionaries777. Actually, we [founders] are three. We started as two French guys. We studied together in France; Interaction Design, and then we created this company about 10 years ago in Hong Kong."}),"\n",(0,a.jsx)(t.p,{children:"[We currently employ] Around 35 people. We've been working on AR since 2010. It's our main focus. Within the realm of AR, we are involved in 3D real time AR, and all sorts of XR applications."}),"\n",(0,a.jsx)(t.p,{children:"Me and my business partner were working at Lego in Denmark before, so we started to work on AR back then in the R&D department. We helped Lego bridge the physical and digital to create hybrid play experiences."}),"\n",(0,a.jsx)(t.p,{children:"Afterwards, we left Lego and started our own company. Lego hired us as consultants to keep working for them for some time. In the early days, we did a lot of collaborations for marketing and promotional events using AR."}),"\n",(0,a.jsx)(t.p,{children:"Nowadays, the things we work on are more industrial-focused; automotive or luxury. AR is now a properly matured product, with WebGL, Web AR experiences, VR and so on."}),"\n",(0,a.jsx)("div",{className:"iframe-container",children:(0,a.jsx)("iframe",{loading:"lazy",width:"560",height:"315",src:"https://www.youtube.com/embed/NnoiJA7UCiY",title:"YouTube video player",allow:"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture",allowfullscreen:!0})}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"Thank you! I'm curious, why did Visionaries777 choose PlayCanvas?"})}),"\n",(0,a.jsx)(t.p,{children:"Before, we always used Unity 3D for any 3D real time project, because they have a huge compatibility of hardware platforms. It's quite nice. The only platform they are lacking is the web."}),"\n",(0,a.jsx)(t.p,{children:"We were looking around, trying to find what is the best platform to develop WebGL experiences. Then, we saw PlayCanvas, opened the editor, and were surprised how familiar it was for us. I think the people who designed the PlayCanvas editor knew Unity and got inspired in terms of the menu and layout. It's very similar to the way [Unity] works. It's just that it's an editor on the web rather than a desktop application. So for us, it was very easy to do the jump."}),"\n",(0,a.jsx)(t.p,{children:"So far we've been really happy with all the engine capabilities, the loading, how lightweight it is, et cetera. For us, it's the best platform for developing web experiences."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(38370).A+"",children:(0,a.jsx)(t.img,{alt:"Husqvarna",src:n(7024).A+"",width:"1600",height:"884"})})}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"Awesome! So, were there any initial challenges that you guys faced? How did you guys end up overcoming them?"})}),"\n",(0,a.jsx)(t.p,{children:"In terms of challenges? I think mostly the model optimizations; how to get the WebGL experience as small as possible, but retaining maximum visual quality. Most of our clients are either automotive brands or luxury brands, so they are concerned about the product that you are looking at on the screen. It's pointless to show a product that you can see the rough edges of. They won't like it in the end."}),"\n",(0,a.jsx)(t.p,{children:"That was our struggle at the beginning - to try and find the right balance of optimizing enough, but not too much, and be happy with loading time. So it took some trying to get this right and find the right compromise."}),"\n",(0,a.jsx)(t.p,{children:"Right now, with our current approach and the tools in our pipeline, we\u2019re quite happy. And it's also why we work with Cartier and are now doing all these products on their websites."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(61696).A+"",children:(0,a.jsx)(t.img,{alt:"Watch",src:n(53710).A+"",width:"1600",height:"884"})})}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"That's very interesting. Visionaries777 has worked on several Web AR experiences. Can you tell me how important you think Web AR is today?"})}),"\n",(0,a.jsx)(t.p,{children:"It's very important - but we are back to the same problem that we had in the early 2010s, when we relied on markers for tracking. Now with where we are in WebAR we are still very limited. You need something like an image marker, or a floor with a world target, but it's not as stable as if you use AR Kit or AR Core in a native Unity app."}),"\n",(0,a.jsx)(t.p,{children:"With a standalone Unity application with ARKit and ARCore it's mind blowing what you can do. There's barely any drift, it's super accurate. With web you're still constrained. Tracking is not perfect. There's a lot of drift. So I think the applications we see with the present state of tech are limited, experiences are considered a bit gimmicky. It's getting there, but it still needs to grow."}),"\n",(0,a.jsx)(t.p,{children:"But at the end of the day, for marketing initiatives, no one wants to install an ad app on their smartphone as a user, as a consumer. You don't want to install a BMW app just to uninstall it three days later because you're done playing around."}),"\n",(0,a.jsx)(t.p,{children:"These sorts of experiences were fine 10 years ago on an iPhone, but now people have moved on, and have different mindsets - things should be accessible through a web browser directly, not through an app. If it's inside an app, it has to be inside Snapchat, inside Instagram, or inside an app that has more to it than just one AR experience."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(50911).A+"",children:(0,a.jsx)(t.img,{alt:"BMW",src:n(45829).A+"",width:"1024",height:"563"})})}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"Extending a bit from that question, why do you think that the clients you work with want Web AR in their experiences?"})}),"\n",(0,a.jsx)(t.p,{children:"Augmented reality has always been exciting for brands to show a product in 3D and also integrate it into [customers\u2019] homes or their driveway. It\u2019s quite appealing for a brand, marketing-wise. Then, for consumers, it's something new, it's fun. You get closer to the product."}),"\n",(0,a.jsx)(t.p,{children:"It\u2019s key to reduce friction."}),"\n",(0,a.jsx)(t.p,{children:"You don't have to install things anymore. You download some assets in your web browser, but it's more transparent than going into the store and searching for the app and downloading it."}),"\n",(0,a.jsx)(t.p,{children:"Brands are definitely interested in WebAR for these reasons, so AR will keep growing. It brings a lot of value. You can try a car in your driveway or you can try a watch on your wrist."}),"\n",(0,a.jsx)(t.p,{children:"eCommerce in a more immersive way is really the next generation for eCommerce experiences."}),"\n",(0,a.jsx)("div",{className:"iframe-container",children:(0,a.jsx)("iframe",{loading:"lazy",width:"560",height:"315",src:"https://www.youtube.com/embed/eGx9gFHWu_4",title:"YouTube video player",allow:"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture",allowfullscreen:!0})}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"When you're building your Web AR experiences, what features does PlayCanvas provide that you think were most helpful?"})}),"\n",(0,a.jsx)(t.p,{children:"I think the true value of PlayCanvas is really how they are keeping up to date with all the WebGL standards, improving materials, improving compression, improving loading and so on. And their UI is very easy to use."}),"\n",(0,a.jsx)(t.p,{children:"When you import your model, it gets converted to the GLB format. It makes it more lightweight, and you don't need to pre-export it as GLB."}),"\n",(0,a.jsx)(t.p,{children:"On the programming side, it's just JavaScript. You can do whatever you want. It doesn't have any preset for you aside from an orbit camera, but that's not really important. Anyone can build more."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"Cool! So, how would you say that building an HTML5 or a WebGL experience differs from developing a native experience or a native application?"})}),"\n",(0,a.jsx)(t.p,{children:"You have to always concern yourself with the loading. In some cases, when you develop a web experience, you have to load something quickly for the user to play with right away. Then the model and the rest gets loaded progressively afterwards. Let's say you have a car and this car has variants with different wheels, roofs, and so on. All these elements need to be loaded, but you shouldn't load everything at once. Otherwise, the download would be huge."}),"\n",(0,a.jsx)(t.p,{children:"I think that's one of the main differences compared to designing a native application, aside from UX/UI, because you also need to be concerned about the browser for web experiences. Are you using it in portrait? On a desktop? Do you need to embed it into an iframe? Is it going to be full screen?"}),"\n",(0,a.jsx)(t.p,{children:"Those are questions that are quite different from a standalone application where you don't need to concern yourself about the surroundings of the app."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"So next up; we went a bit over this in one of the previous questions I asked. You explained how you guys use some of the features of the editor, but is there any feature PlayCanvas provides that is the team's favorite?"})}),"\n",(0,a.jsx)(t.p,{children:"To me it's more that we can collaborate. The collaboration aspect of PlayCanvas is quite nice because you have one project and anyone can access it from their desktop machine on the web."}),"\n",(0,a.jsx)(t.p,{children:"And you can, as an artist, populate the scene with the assets. Then, the developer can work with it. In parallel. And you can have someone to check things, maybe not edit anything, but do quality control. The collaboration aspect is one of the best features I would say that makes [PlayCanvas] so nice to work with."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"As part of the interview, but also as a feedback exercise, what is a PlayCanvas feature that would be at the top of your wishlist?"})}),"\n",(0,a.jsx)(t.p,{children:"It would be great if the PlayCanvas editor had a feature to assign different texture resolutions for different platforms (mobile or desktop), similarly to how Unity does it for different devices. It would make it so much easier to manage rather than doing it with code and tagging etc."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"Thanks for sharing the feedback! Going back to another question, how do you see HTML5 and web experiences evolving over the next few years?"})}),"\n",(0,a.jsx)(t.p,{children:"I think it will grow. We see two things at the moment, WebGL experiences and cloud streaming, which is not HTML or WebGL at all. Some brands will choose either doing a WebGL configurator, or a cloud streaming configurator. Those are two different approaches. I have a tendency to prefer WebGL because you have a much more crisp image."}),"\n",(0,a.jsx)(t.p,{children:"Also, once the experience is loaded, it's much more responsive to commands. You're not constrained by latency of streaming and video glitches. Those are things that put me off when I do classroom experiences."}),"\n",(0,a.jsx)(t.p,{children:"So I think WebGL will continue, especially right now with the whole discussion around the metaverse, and when we talk about the necessary file transmission. GLTF, USDZ, USD - those files can be translated from one platform to another, so I think there's a lot of potential for these."}),"\n",(0,a.jsx)(t.p,{children:"I think the metaverse will most likely be built in WebGL rather than in cloud streaming, but I could be wrong."}),"\n",(0,a.jsx)(t.p,{children:"Either way, I believe that in the end, it's very important for brands to start digitizing all their assets. For example, Cartier chooses to have a WebGL viewer and recreate every single one of their products into GLB formats. I think it's quite smart because once you have them, you can reuse them anywhere on the web; whether it's in their website, the metaverse or a Snapchat AR filter."}),"\n",(0,a.jsx)(t.p,{children:"I think there's lots of opportunities, and as 5G expands, compression format algorithms get more efficient, things are going to be smaller and we'll be able to build richer experiences on the web. I think there's a long positive future, and cloud streaming is not necessarily going to replace it."}),"\n",(0,a.jsx)(t.p,{children:(0,a.jsx)(t.strong,{children:"Thank you! Those were all the questions I had. Thank you for your time, Frantz! Is there anything that you would like to promote, a website, a Twitter handle, or a job opening that you would like to share?"})}),"\n",(0,a.jsxs)(t.p,{children:["We have a website purely focused on product configurators, utilizing WebAR: ",(0,a.jsx)(t.a,{href:"https://urldefense.proofpoint.com/v2/url?u=https-3A__vzion.vz777.com_&d=DwMFaQ&c=ncDTmphkJTvjIDPh0hpF_4vCHvabgGkICC2epckfdiw&r=--LiNgtoHfPjPnEKFLeJr9qV3N1vxgN4hWV_E42dYVM&m=4HZIRF6gtBKtqaTzmjaHNw4pPJapodEg3V3LBHK9-GNaqmOuut91GXnHWxe2Fgtl&s=htV-gbUikESO1vAeS_POhpq9Oa1cn3ZvTVyvWl8IdJ8&e=",children:"https://vzion.vz777.com/"})]}),"\n",(0,a.jsxs)(t.p,{children:["And a main website too, where we show all of our work: ",(0,a.jsx)(t.a,{href:"https://urldefense.proofpoint.com/v2/url?u=https-3A__www.vz777.com_&d=DwMFaQ&c=ncDTmphkJTvjIDPh0hpF_4vCHvabgGkICC2epckfdiw&r=--LiNgtoHfPjPnEKFLeJr9qV3N1vxgN4hWV_E42dYVM&m=4HZIRF6gtBKtqaTzmjaHNw4pPJapodEg3V3LBHK9-GNaqmOuut91GXnHWxe2Fgtl&s=UWchHTrNjGrXrgGWEUt5HCYcBhGIj23pNTzYXbIfroo&e=",children:"https://www.vz777.com/"})]}),"\n",(0,a.jsxs)(t.p,{children:["We\u2019re also on twitter! Follow us there: ",(0,a.jsx)(t.a,{href:"https://urldefense.proofpoint.com/v2/url?u=https-3A__twitter.com_visionaries777&d=DwMFaQ&c=ncDTmphkJTvjIDPh0hpF_4vCHvabgGkICC2epckfdiw&r=--LiNgtoHfPjPnEKFLeJr9qV3N1vxgN4hWV_E42dYVM&m=4HZIRF6gtBKtqaTzmjaHNw4pPJapodEg3V3LBHK9-GNaqmOuut91GXnHWxe2Fgtl&s=M-4EP-U_WCzTsDLiMa7xM5iT-v5n14eLpE3gP90RPBc&e=",children:"https://twitter.com/visionaries777"})]})]})}function c(e={}){const{wrapper:t}={...(0,i.R)(),...e.components};return t?(0,a.jsx)(t,{...e,children:(0,a.jsx)(d,{...e})}):d(e)}},50911:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/files/v777-bmw-80445262e2e58a12dbc7e8d94e893ff0.jpg"},38370:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/files/v777-husqvarna-f2011d5a97b9b1526426d5ffe8680bd7.jpg"},10677:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/files/v777-nissan-ar-2c0b1e1e57e106427b88cc8698cd6bd4.jpg"},61696:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/files/v777-watch-b7181b8c2875451ece01769fe017f514.jpg"},45829:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/images/v777-bmw-80445262e2e58a12dbc7e8d94e893ff0.jpg"},7024:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/images/v777-husqvarna-f2011d5a97b9b1526426d5ffe8680bd7.jpg"},67111:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/images/v777-nissan-ar-2c0b1e1e57e106427b88cc8698cd6bd4.jpg"},53710:(e,t,n)=>{n.d(t,{A:()=>o});const o=n.p+"assets/images/v777-watch-b7181b8c2875451ece01769fe017f514.jpg"},28453:(e,t,n)=>{n.d(t,{R:()=>r,x:()=>s});var o=n(96540);const a={},i=o.createContext(a);function r(e){const t=o.useContext(i);return o.useMemo((function(){return"function"==typeof e?e(t):{...t,...e}}),[t,e])}function s(e){let t;return t=e.disableParentContext?"function"==typeof e.components?e.components(a):e.components||a:r(e.components),o.createElement(i.Provider,{value:t},e.children)}},74015:e=>{e.exports=JSON.parse('{"permalink":"/webar-experiences-and-playcanvas-developer-spotlight-with-frantz-from-visionaries777","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2022-09-28-webar-experiences-and-playcanvas-developer-spotlight-with-frantz-from-visionaries777.md","source":"@site/blog/2022-09-28-webar-experiences-and-playcanvas-developer-spotlight-with-frantz-from-visionaries777.md","title":"Building WebAR Experiences - Developer Spotlight with Visionaries777","description":"Nissan AR","date":"2022-09-28T00:00:00.000Z","tags":[{"inline":true,"label":"ar","permalink":"/tags/ar"},{"inline":true,"label":"webxr","permalink":"/tags/webxr"},{"inline":true,"label":"spotlight","permalink":"/tags/spotlight"}],"readingTime":9.665,"hasTruncateMarker":true,"authors":[{"name":"Paulo Oliveira","title":"Associate Partner Support Engineer","page":{"permalink":"/authors/paulo"},"socials":{"linkedin":"https://www.linkedin.com/in/paulo-oliveira-ninitoph/"},"key":"paulo"}],"frontMatter":{"authors":"paulo","slug":"webar-experiences-and-playcanvas-developer-spotlight-with-frantz-from-visionaries777","title":"Building WebAR Experiences - Developer Spotlight with Visionaries777","tags":["ar","webxr","spotlight"]},"unlisted":false,"prevItem":{"title":"glTF Viewer Arrives on Mobile with AR Support","permalink":"/gltf-viewer-arrives-on-mobile-with-ar-support"},"nextItem":{"title":"Porting from Unity to PlayCanvas - Developer Spotlight with Christina Kaliora","permalink":"/porting-from-unity-to-playcanvas-developer-spotlight-with-christina-kaliora"}}')}}]); \ No newline at end of file diff --git a/assets/js/1f8c75ef.c458644f.js b/assets/js/1f8c75ef.04f0afb8.js similarity index 91% rename from assets/js/1f8c75ef.c458644f.js rename to assets/js/1f8c75ef.04f0afb8.js index 404333d00..5f79e8974 100644 --- a/assets/js/1f8c75ef.c458644f.js +++ b/assets/js/1f8c75ef.04f0afb8.js @@ -1 +1 @@ -"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[84812],{90165:(e,t,a)=>{a.r(t),a.d(t,{assets:()=>l,contentTitle:()=>r,default:()=>c,frontMatter:()=>s,metadata:()=>n,toc:()=>h});var n=a(11883),i=a(74848),o=a(28453);const s={authors:"christy",slug:"meet-the-playcanvas-team-vaios-kalpias-illias",title:"Meet the PlayCanvas team: Vaios Kalpias-Illias",tags:["team"]},r=void 0,l={authorsImageUrls:[void 0]},h=[{value:"The Quick Fire round (this is where things get a little interesting)",id:"the-quick-fire-round-this-is-where-things-get-a-little-interesting",level:4}];function d(e){const t={blockquote:"blockquote",h4:"h4",img:"img",p:"p",strong:"strong",...(0,o.R)(),...e.components};return(0,i.jsxs)(i.Fragment,{children:[(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Vaios",src:a(78129).A+"",width:"640",height:"427"})}),"\n",(0,i.jsxs)(t.blockquote,{children:["\n",(0,i.jsx)(t.p,{children:'"I used to play basketball. Before all this, I considered doing it for a living."'}),"\n"]}),"\n",(0,i.jsx)(t.p,{children:"Vaios comes from Athens, Greece (if his name wasn't giving anything away) and he is a Senior Engineer here at PlayCanvas."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"How did you get into the video games industry?"})}),"\n",(0,i.jsx)(t.p,{children:"I wanted to get into the video games industry since I was a teenager. So I studied Computer Science at the University of Piraeus where I researched everything I could about graphics and game development and then I got an MSE in Computer Science from the University Of Pennsylvania. I was very fortunate to get a job as a Junior Programmer at Sony Computer Entertainment Europe, where I met Dave and Will and I've been working on games and game related tools ever since!"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Can you briefly describe your role at PlayCanvas?"})}),"\n",(0,i.jsx)(t.p,{children:"My work at PlayCanvas includes implementing and documenting new features for the Engine, the Designer and the backend, improving user workflows, fixing bugs and creating game demos whenever I can. We're a small team so we all contribute our ideas of what we should be working on based on our experience working on other engines and games."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"What is your favorite aspect of PlayCanvas' service?"})}),"\n",(0,i.jsx)(t.p,{children:"The fact that I can work on my game anywhere from any device. I'm not limited by the operating system and I don't have to worry about source control or where to store all my assets. Everything is on the cloud and I can instantly share my work with others or invite them to my project to work with me, without going through the whole process of downloading and installing tools first."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Where do you see web based gaming in the future?"})}),"\n",(0,i.jsx)(t.p,{children:"I think game development is moving towards people working together from all around the world. This used to be a big barrier before - for example, as a programmer with not a lot of artistic talent, I was limited to downloading free models and textures from the Internet. If I wanted to make something unique and pretty I had to find an artist. Then I would have to give that artist access to some repository and explain to them how the whole source control thing works. The artist would have to compile and run the game in their machine or I would have to be there physically to do it for them. You can see where this is going... With PlayCanvas you simply don't think about that stuff anymore. PlayCanvas empowers people from all around the world to work with whomever they want, instantly."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"How is PlayCanvas going to change the way people make games?"})}),"\n",(0,i.jsx)(t.p,{children:"One of the main reasons why developers would want to develop games that work in the browser is the fact that their game would be more accessible by everybody. One of the reasons why people avoided making games for the Web was that they were limited to simplistic games that may not have appealed to their taste. I believe that WebGL and game-related web technologies in general have become more and more reliable in every device and as tools get better developers will be empowered to make any kind of game they want. I think that eventually most games will be playable in the browser so PlayCanvas is moving in the right direction."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Can you describe one interesting thing about yourself?"})}),"\n",(0,i.jsx)(t.p,{children:"I used to play basketball during the period between elementary school and university and before all this I considered doing it for a living. I even played in the major leagues for a while! (well I sat on the bench that is...)"}),"\n",(0,i.jsx)(t.h4,{id:"the-quick-fire-round-this-is-where-things-get-a-little-interesting",children:"The Quick Fire round (this is where things get a little interesting)"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Zelda or Final fantasy?"})}),"\n",(0,i.jsx)(t.p,{children:"Unfortunately I haven't played either of them!"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"COD or Battlefield?"})}),"\n",(0,i.jsx)(t.p,{children:"Same as above! I'm not a big FPS guy."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Mario or Sonic?"})}),"\n",(0,i.jsx)(t.p,{children:"Mario! It was one of the first games I played!"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Favorite game of all time?"})}),"\n",(0,i.jsx)(t.p,{children:"Grim Fandango! Viva la revolution!"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Greatest Gaming Achievement?"})}),"\n",(0,i.jsx)(t.p,{children:"Finishing Killzone 2 on a single Sunday while sitting on the floor in front of my sofa for the duration of the game."})]})}function c(e={}){const{wrapper:t}={...(0,o.R)(),...e.components};return t?(0,i.jsx)(t,{...e,children:(0,i.jsx)(d,{...e})}):d(e)}},78129:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/team-vaios-2014-1458ad838ad217a4365e9f0d0491b2a3.jpg"},28453:(e,t,a)=>{a.d(t,{R:()=>s,x:()=>r});var n=a(96540);const i={},o=n.createContext(i);function s(e){const t=n.useContext(o);return n.useMemo((function(){return"function"==typeof e?e(t):{...t,...e}}),[t,e])}function r(e){let t;return t=e.disableParentContext?"function"==typeof e.components?e.components(i):e.components||i:s(e.components),n.createElement(o.Provider,{value:t},e.children)}},11883:e=>{e.exports=JSON.parse('{"permalink":"/meet-the-playcanvas-team-vaios-kalpias-illias","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2014-06-23-meet-the-playcanvas-team-vaios-kalpias-illias.md","source":"@site/blog/2014-06-23-meet-the-playcanvas-team-vaios-kalpias-illias.md","title":"Meet the PlayCanvas team: Vaios Kalpias-Illias","description":"Vaios","date":"2014-06-23T00:00:00.000Z","tags":[{"inline":true,"label":"team","permalink":"/tags/team"}],"readingTime":3.46,"hasTruncateMarker":true,"authors":[{"name":"Christy O\'Connor","title":"Community Manager","page":{"permalink":"/authors/christy"},"socials":{"x":"https://x.com/christy_oconnor","linkedin":"https://www.linkedin.com/in/christy-o-connor-76aa2239/"},"imageURL":"https://media.licdn.com/dms/image/v2/C4D03AQFn6GYclP_OEg/profile-displayphoto-shrink_800_800/profile-displayphoto-shrink_800_800/0/1613509676962?e=1730332800&v=beta&t=0sYsgQcijA_JtsZ2TtzsWXtjQfF7zvN5pW3N0EeHBpc","key":"christy"}],"frontMatter":{"authors":"christy","slug":"meet-the-playcanvas-team-vaios-kalpias-illias","title":"Meet the PlayCanvas team: Vaios Kalpias-Illias","tags":["team"]},"unlisted":false,"prevItem":{"title":"Meet the PlayCanvas team: Maksims Mihejevs","permalink":"/meet-the-playcanvas-team-maksims-mihejevs"},"nextItem":{"title":"PlayCanvas Update 20/06/14","permalink":"/playcanvas-update-200614"}}')}}]); \ No newline at end of file +"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[84812],{90165:(e,t,a)=>{a.r(t),a.d(t,{assets:()=>l,contentTitle:()=>r,default:()=>c,frontMatter:()=>s,metadata:()=>n,toc:()=>h});var n=a(11883),i=a(74848),o=a(28453);const s={authors:"christy",slug:"meet-the-playcanvas-team-vaios-kalpias-illias",title:"Meet the PlayCanvas team: Vaios Kalpias-Illias",tags:["team"]},r=void 0,l={authorsImageUrls:[void 0]},h=[{value:"The Quick Fire round (this is where things get a little interesting)",id:"the-quick-fire-round-this-is-where-things-get-a-little-interesting",level:4}];function d(e){const t={blockquote:"blockquote",h4:"h4",img:"img",p:"p",strong:"strong",...(0,o.R)(),...e.components};return(0,i.jsxs)(i.Fragment,{children:[(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Vaios",src:a(78129).A+"",width:"640",height:"427"})}),"\n",(0,i.jsxs)(t.blockquote,{children:["\n",(0,i.jsx)(t.p,{children:'"I used to play basketball. Before all this, I considered doing it for a living."'}),"\n"]}),"\n",(0,i.jsx)(t.p,{children:"Vaios comes from Athens, Greece (if his name wasn't giving anything away) and he is a Senior Engineer here at PlayCanvas."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"How did you get into the video games industry?"})}),"\n",(0,i.jsx)(t.p,{children:"I wanted to get into the video games industry since I was a teenager. So I studied Computer Science at the University of Piraeus where I researched everything I could about graphics and game development and then I got an MSE in Computer Science from the University Of Pennsylvania. I was very fortunate to get a job as a Junior Programmer at Sony Computer Entertainment Europe, where I met Dave and Will and I've been working on games and game related tools ever since!"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Can you briefly describe your role at PlayCanvas?"})}),"\n",(0,i.jsx)(t.p,{children:"My work at PlayCanvas includes implementing and documenting new features for the Engine, the Designer and the backend, improving user workflows, fixing bugs and creating game demos whenever I can. We're a small team so we all contribute our ideas of what we should be working on based on our experience working on other engines and games."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"What is your favorite aspect of PlayCanvas' service?"})}),"\n",(0,i.jsx)(t.p,{children:"The fact that I can work on my game anywhere from any device. I'm not limited by the operating system and I don't have to worry about source control or where to store all my assets. Everything is on the cloud and I can instantly share my work with others or invite them to my project to work with me, without going through the whole process of downloading and installing tools first."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Where do you see web based gaming in the future?"})}),"\n",(0,i.jsx)(t.p,{children:"I think game development is moving towards people working together from all around the world. This used to be a big barrier before - for example, as a programmer with not a lot of artistic talent, I was limited to downloading free models and textures from the Internet. If I wanted to make something unique and pretty I had to find an artist. Then I would have to give that artist access to some repository and explain to them how the whole source control thing works. The artist would have to compile and run the game in their machine or I would have to be there physically to do it for them. You can see where this is going... With PlayCanvas you simply don't think about that stuff anymore. PlayCanvas empowers people from all around the world to work with whomever they want, instantly."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"How is PlayCanvas going to change the way people make games?"})}),"\n",(0,i.jsx)(t.p,{children:"One of the main reasons why developers would want to develop games that work in the browser is the fact that their game would be more accessible by everybody. One of the reasons why people avoided making games for the Web was that they were limited to simplistic games that may not have appealed to their taste. I believe that WebGL and game-related web technologies in general have become more and more reliable in every device and as tools get better developers will be empowered to make any kind of game they want. I think that eventually most games will be playable in the browser so PlayCanvas is moving in the right direction."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Can you describe one interesting thing about yourself?"})}),"\n",(0,i.jsx)(t.p,{children:"I used to play basketball during the period between elementary school and university and before all this I considered doing it for a living. I even played in the major leagues for a while! (well I sat on the bench that is...)"}),"\n",(0,i.jsx)(t.h4,{id:"the-quick-fire-round-this-is-where-things-get-a-little-interesting",children:"The Quick Fire round (this is where things get a little interesting)"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Zelda or Final fantasy?"})}),"\n",(0,i.jsx)(t.p,{children:"Unfortunately I haven't played either of them!"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"COD or Battlefield?"})}),"\n",(0,i.jsx)(t.p,{children:"Same as above! I'm not a big FPS guy."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Mario or Sonic?"})}),"\n",(0,i.jsx)(t.p,{children:"Mario! It was one of the first games I played!"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Favorite game of all time?"})}),"\n",(0,i.jsx)(t.p,{children:"Grim Fandango! Viva la revolution!"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Greatest Gaming Achievement?"})}),"\n",(0,i.jsx)(t.p,{children:"Finishing Killzone 2 on a single Sunday while sitting on the floor in front of my sofa for the duration of the game."})]})}function c(e={}){const{wrapper:t}={...(0,o.R)(),...e.components};return t?(0,i.jsx)(t,{...e,children:(0,i.jsx)(d,{...e})}):d(e)}},78129:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/team-vaios-2014-1458ad838ad217a4365e9f0d0491b2a3.jpg"},28453:(e,t,a)=>{a.d(t,{R:()=>s,x:()=>r});var n=a(96540);const i={},o=n.createContext(i);function s(e){const t=n.useContext(o);return n.useMemo((function(){return"function"==typeof e?e(t):{...t,...e}}),[t,e])}function r(e){let t;return t=e.disableParentContext?"function"==typeof e.components?e.components(i):e.components||i:s(e.components),n.createElement(o.Provider,{value:t},e.children)}},11883:e=>{e.exports=JSON.parse('{"permalink":"/meet-the-playcanvas-team-vaios-kalpias-illias","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2014-06-23-meet-the-playcanvas-team-vaios-kalpias-illias.md","source":"@site/blog/2014-06-23-meet-the-playcanvas-team-vaios-kalpias-illias.md","title":"Meet the PlayCanvas team: Vaios Kalpias-Illias","description":"Vaios","date":"2014-06-23T00:00:00.000Z","tags":[{"inline":true,"label":"team","permalink":"/tags/team"}],"readingTime":3.46,"hasTruncateMarker":true,"authors":[{"name":"Christy O\'Connor","title":"Community Manager","page":{"permalink":"/authors/christy"},"socials":{"x":"https://x.com/christy_oconnor","linkedin":"https://www.linkedin.com/in/christy-o-connor-76aa2239/"},"key":"christy"}],"frontMatter":{"authors":"christy","slug":"meet-the-playcanvas-team-vaios-kalpias-illias","title":"Meet the PlayCanvas team: Vaios Kalpias-Illias","tags":["team"]},"unlisted":false,"prevItem":{"title":"Meet the PlayCanvas team: Maksims Mihejevs","permalink":"/meet-the-playcanvas-team-maksims-mihejevs"},"nextItem":{"title":"PlayCanvas Update 20/06/14","permalink":"/playcanvas-update-200614"}}')}}]); \ No newline at end of file diff --git a/assets/js/2305e98d.b887d7f7.js b/assets/js/2305e98d.234755b2.js similarity index 93% rename from assets/js/2305e98d.b887d7f7.js rename to assets/js/2305e98d.234755b2.js index 533a6915d..4e68aaa60 100644 --- a/assets/js/2305e98d.b887d7f7.js +++ b/assets/js/2305e98d.234755b2.js @@ -1 +1 @@ -"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[20865],{42740:(e,a,t)=>{t.r(a),t.d(a,{assets:()=>i,contentTitle:()=>l,default:()=>d,frontMatter:()=>o,metadata:()=>n,toc:()=>c});var n=t(93352),s=t(74848),r=t(28453);const o={authors:"christy",slug:"playcanvas-update-51214",title:"PlayCanvas Update 5/12/14"},l=void 0,i={authorsImageUrls:[void 0]},c=[{value:"PlayCanvas Store",id:"playcanvas-store",level:3},{value:"Features",id:"features",level:3},{value:"Cubemap Textures",id:"cubemap-textures",level:4},{value:"Skybox Scene Setting",id:"skybox-scene-setting",level:4},{value:"Material Upgrades",id:"material-upgrades",level:4},{value:"Particles",id:"particles",level:4},{value:"Community",id:"community",level:3},{value:"PLAYHACK December",id:"playhack-december",level:4},{value:"Ludum Dare 31 - DEAL",id:"ludum-dare-31---deal",level:4},{value:"Stay In The Loop",id:"stay-in-the-loop",level:3}];function h(e){const a={a:"a",h3:"h3",h4:"h4",img:"img",li:"li",p:"p",strong:"strong",ul:"ul",...(0,r.R)(),...e.components};return(0,s.jsxs)(s.Fragment,{children:[(0,s.jsx)(a.p,{children:"Its been a year full of huge announcements for us and the first iteration\xa0our Asset Store\xa0is certainly no small matter. From the PlayCanvas Store to a Ludum Dare deal (and everything in between), here's what has happened at PlayCanvas over the past week."}),"\n",(0,s.jsx)(a.h3,{id:"playcanvas-store",children:"PlayCanvas Store"}),"\n",(0,s.jsx)(a.p,{children:(0,s.jsx)(a.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:t(1537).A+"",children:(0,s.jsx)(a.img,{alt:"PlayCanvas_Store",src:t(28687).A+"",width:"600",height:"450"})})}),"\n",(0,s.jsxs)(a.p,{children:["Today we ",(0,s.jsx)(a.strong,{children:"launched"})," the ",(0,s.jsx)(a.strong,{children:"Beta version of the PlayCanvas Store!"})," While the current version only has around 40 3D models in total, as the PlayCanvas Store grows we should hope to see thousands of ",(0,s.jsx)(a.strong,{children:"game ready assets"})," become available to our community. ",(0,s.jsxs)(a.strong,{children:["Try the beta for free at\xa0",(0,s.jsx)(a.a,{href:"https://store.playcanvas.com/",children:"https://store.playcanvas.com/"}),"."]})]}),"\n",(0,s.jsx)(a.p,{children:(0,s.jsx)(a.strong,{children:"This preview version of the store features assets from 4 of our great partners:"})}),"\n",(0,s.jsxs)(a.ul,{children:["\n",(0,s.jsx)(a.li,{children:(0,s.jsx)(a.a,{href:"http://www.propsplanet.com/",children:"http://www.propsplanet.com/"})}),"\n",(0,s.jsx)(a.li,{children:(0,s.jsx)(a.a,{href:"http://gamedevmarket.net/",children:"http://gamedevmarket.net/"})}),"\n",(0,s.jsx)(a.li,{children:(0,s.jsx)(a.a,{href:"https://www.cgtrader.com/",children:"https://www.cgtrader.com/"})}),"\n",(0,s.jsx)(a.li,{children:(0,s.jsx)(a.a,{href:"https://3dmodels-textures.com/",children:"https://3dmodels-textures.com/"})}),"\n"]}),"\n",(0,s.jsxs)(a.p,{children:["Soon we'll be giving all of our PlayCanvas users the chance to become vendors, opening up their assets to over 20,000 PlayCanvas game developers. If you're interested in becoming a vendor for the PlayCanvas store, please get in touch: ",(0,s.jsx)(a.a,{href:"mailto:sales@playcanvas.com",children:"sales@playcanvas.com"}),"."]}),"\n",(0,s.jsx)(a.h3,{id:"features",children:"Features"}),"\n",(0,s.jsx)(a.h4,{id:"cubemap-textures",children:"Cubemap Textures"}),"\n",(0,s.jsxs)(a.p,{children:["We now support cubemap assets. In turn have also deployed a ",(0,s.jsx)(a.strong,{children:"cubemap editor"})," which allows you to create cubemaps by assigning 6 images to each slot of the cube. To ",(0,s.jsx)(a.strong,{children:"make your materials appear reflective"})," you can reference a cubemap, then the material will reflect the sides of the cube (pending that you assign a cubemap to the Reflection section of a material)."]}),"\n",(0,s.jsx)(a.h4,{id:"skybox-scene-setting",children:"Skybox Scene Setting"}),"\n",(0,s.jsxs)(a.p,{children:["We also support Scene Skyboxes.\xa0Before if you wanted to make a skybox you needed an Entity with a skybox component, but now you can ",(0,s.jsx)(a.strong,{children:"create a cubemap"})," and then ",(0,s.jsx)(a.strong,{children:"assign that cubemap to the skybox slot"})," in the Scene Settings."]}),"\n",(0,s.jsx)(a.h4,{id:"material-upgrades",children:"Material Upgrades"}),"\n",(0,s.jsx)(a.p,{children:"We've deployed more and more interesting features to the material editor. Look out for more big things happening here."}),"\n",(0,s.jsx)(a.h4,{id:"particles",children:"Particles"}),"\n",(0,s.jsxs)(a.p,{children:["Our particle system beta is moving forwards. We're getting close to releasing this for everyone. ",(0,s.jsx)(a.a,{href:"mailto:info@playcanvas.com?subject=Particle%20System%20Beta",children:"Get in touch"})," if you'd like to try it out early."]}),"\n",(0,s.jsx)(a.h3,{id:"community",children:"Community"}),"\n",(0,s.jsx)(a.h4,{id:"playhack-december",children:"PLAYHACK December"}),"\n",(0,s.jsx)(a.p,{children:(0,s.jsx)(a.img,{alt:"Santa",src:t(39914).A+"",width:"1113",height:"727"})}),"\n",(0,s.jsxs)(a.p,{children:["We are\xa04 days in to our 2nd game jam and this month you talented developers have a pretty appropriate model to play with. We've\xa0given you Santa and one of his 'normal nosed' reindeer to keep you company this December. ",(0,s.jsxs)(a.strong,{children:["Find out everything you need to know ",(0,s.jsx)(a.a,{href:"https://blog.playcanvas.com/playhack-december-jolly-santa/",children:"here"})]}),"."]}),"\n",(0,s.jsx)(a.h4,{id:"ludum-dare-31---deal",children:"Ludum Dare 31 - DEAL"}),"\n",(0,s.jsxs)(a.p,{children:["If a month seems like too long to make a game. ",(0,s.jsx)(a.strong,{children:"This weekend is Ludum Dare 31"}),", a 48 hour game making competition. It's a great way to get a feel for the full process of imagining, designing, building and then shipping a game."]}),"\n",(0,s.jsxs)(a.p,{children:["We're running a ",(0,s.jsx)(a.strong,{children:"special deal"})," this weekend. If you enter Ludum Dare and complete a game using PlayCanvas we'll give you a ",(0,s.jsx)(a.strong,{children:"FREE PRO 15"})," account for a full year. Can't say fairer than that!"]}),"\n",(0,s.jsx)(a.h3,{id:"stay-in-the-loop",children:"Stay In The Loop"}),"\n",(0,s.jsxs)(a.ul,{children:["\n",(0,s.jsxs)(a.li,{children:["Follow us on Twitter,\xa0",(0,s.jsx)(a.a,{href:"https://twitter.com/playcanvas",children:"@playcanvas"}),", for updates on PlayCanvas."]}),"\n",(0,s.jsxs)(a.li,{children:["Like the\xa0",(0,s.jsx)(a.a,{href:"https://facebook.com/playcanvas",children:"PlayCanvas Facebook"}),"\xa0page for our whimsical views on the game dev scene."]}),"\n",(0,s.jsxs)(a.li,{children:["Join and start discussions on the\xa0",(0,s.jsx)(a.a,{href:"https://forum.playcanvas.com/",children:"PlayCanvas Forum"}),"."]}),"\n"]})]})}function d(e={}){const{wrapper:a}={...(0,r.R)(),...e.components};return a?(0,s.jsx)(a,{...e,children:(0,s.jsx)(h,{...e})}):h(e)}},1537:(e,a,t)=>{t.d(a,{A:()=>n});const n=t.p+"assets/files/PlayCanvas_Store-36914f777d740877dc37386f3cb41f79.jpg"},28687:(e,a,t)=>{t.d(a,{A:()=>n});const n=t.p+"assets/images/PlayCanvas_Store-36914f777d740877dc37386f3cb41f79.jpg"},39914:(e,a,t)=>{t.d(a,{A:()=>n});const n=t.p+"assets/images/playhack-santa-44751e4b1ac1ee058e934d48dd0453f3.jpg"},28453:(e,a,t)=>{t.d(a,{R:()=>o,x:()=>l});var n=t(96540);const s={},r=n.createContext(s);function o(e){const a=n.useContext(r);return n.useMemo((function(){return"function"==typeof e?e(a):{...a,...e}}),[a,e])}function l(e){let a;return a=e.disableParentContext?"function"==typeof e.components?e.components(s):e.components||s:o(e.components),n.createElement(r.Provider,{value:a},e.children)}},93352:e=>{e.exports=JSON.parse('{"permalink":"/playcanvas-update-51214","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2014-12-05-playcanvas-update-51214.md","source":"@site/blog/2014-12-05-playcanvas-update-51214.md","title":"PlayCanvas Update 5/12/14","description":"Its been a year full of huge announcements for us and the first iteration\xa0our Asset Store\xa0is certainly no small matter. 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You\u2019d think developers were paid as much as footballers... Dave isn\u2019t actually in this picture by the way, so if you\u2019re playing \u2018Where\u2019s Wally\u2019, don\u2019t, it\u2019ll never end."})]}),"\n",(0,t.jsxs)(a.p,{children:["We were incredibly pleased to be nominated for the ",(0,t.jsx)(a.strong,{children:"Technical Innovation Award"})," at the\xa0prestigious ",(0,t.jsx)(a.a,{href:"https://www.developawards.com/",children:"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."]}),"\n",(0,t.jsx)(a.h3,{id:"develop-magazine",children:"Develop Magazine"}),"\n",(0,t.jsxs)(a.p,{children:["We have been featured in a double-page spread in the venerable Develop Magazine. 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Manager","page":{"permalink":"/authors/christy"},"socials":{"x":"https://x.com/christy_oconnor","linkedin":"https://www.linkedin.com/in/christy-o-connor-76aa2239/"},"key":"christy"}],"frontMatter":{"authors":"christy","slug":"playhack-make-a-game-get-featured","title":"PLAYHACK - Make a game, get featured"},"unlisted":false,"prevItem":{"title":"PLAYHACK November - Adding Tank Controls","permalink":"/playhack-november-adding-tank-controls"},"nextItem":{"title":"HTML5 Game Development Community Meet Up","permalink":"/html5-game-development-community-meet-up"}}')}}]); \ No newline at end of file diff --git a/assets/js/33840749.9ba1c4ca.js b/assets/js/33840749.fe0e6bc7.js similarity index 96% rename from assets/js/33840749.9ba1c4ca.js rename to assets/js/33840749.fe0e6bc7.js index f5e0da655..cb862c000 100644 --- a/assets/js/33840749.9ba1c4ca.js +++ b/assets/js/33840749.fe0e6bc7.js @@ -1 +1 @@ -"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[96479],{63077:(e,t,a)=>{a.r(t),a.d(t,{assets:()=>h,contentTitle:()=>c,default:()=>p,frontMatter:()=>l,metadata:()=>n,toc:()=>d});var n=a(95353),i=a(74848),s=a(28453),o=a(13554),r=a.n(o);const l={authors:"paulo",slug:"how-to-make-your-html5-games-awesome",title:"How to make your HTML5 Games Awesome!",tags:["gamedev","html5","webgl"]},c=void 0,h={authorsImageUrls:[void 0]},d=[{value:"How it started",id:"how-it-started",level:2},{value:"What can we improve?",id:"what-can-we-improve",level:2},{value:"For shooting",id:"for-shooting",level:2},{value:"Destroying Asteroids",id:"destroying-asteroids",level:2},{value:"Colliding With Asteroids",id:"colliding-with-asteroids",level:2},{value:"And that about does it",id:"and-that-about-does-it",level:2},{value:"Want to learn more?",id:"want-to-learn-more",level:2}];function m(e){const t={a:"a",blockquote:"blockquote",code:"code",h2:"h2",img:"img",li:"li",p:"p",pre:"pre",strong:"strong",ul:"ul",...(0,s.R)(),...e.components};return(0,i.jsxs)(i.Fragment,{children:[(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"How To Make Your HTML5 Games Awesome",src:a(48772).A+"",width:"1024",height:"576"})}),"\n",(0,i.jsx)(t.p,{children:"The 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",(0,i.jsxs)(t.p,{children:["We'll use ",(0,i.jsx)(t.a,{href:"https://playcanvas.com/project/1029772/overview/space-rocks",children:"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",(0,i.jsxs)(t.blockquote,{children:["\n",(0,i.jsxs)(t.p,{children:[(0,i.jsx)(t.a,{href:"https://www.youtube.com/watch?v=Fy0aCDmgnxg",children:"Game juice"})," 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"]}),"\n",(0,i.jsxs)(t.p,{children:["Particularly, we'll explore how game polish can be achieved through ",(0,i.jsx)(t.strong,{children:"game juice"}),"."]}),"\n",(0,i.jsx)(r(),{playing:!0,controls:!0,url:"/img/Space-Rocks-before-and-after-v2-60fps.mp4"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.a,{href:"https://playcanvas.com/project/1014332/overview/space-rocks",children:"Play it here!"})}),"\n",(0,i.jsx)(t.h2,{id:"how-it-started",children:"How it started"}),"\n",(0,i.jsx)(r(),{playing:!0,controls:!0,url:"/img/Space-Rocks-How-it-started-1.mp4"}),"\n",(0,i.jsx)(t.p,{children:"This 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",(0,i.jsx)(t.p,{children:"However, 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",(0,i.jsx)(t.h2,{id:"what-can-we-improve",children:"What can we improve?"}),"\n",(0,i.jsx)(t.p,{children:"To 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",(0,i.jsxs)(t.ul,{children:["\n",(0,i.jsx)(t.li,{children:"Shooting"}),"\n",(0,i.jsx)(t.li,{children:"Destroying asteroids"}),"\n",(0,i.jsx)(t.li,{children:"Colliding with asteroids"}),"\n"]}),"\n",(0,i.jsx)(t.p,{children:"With those three key pieces in mind, let's start thinking about how we can improve them."}),"\n",(0,i.jsx)(t.h2,{id:"for-shooting",children:"For shooting"}),"\n",(0,i.jsx)(t.p,{children:"It's not very interesting right now:"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Basic Shooting",src:a(95520).A+"",width:"1140",height:"655"})}),"\n",(0,i.jsx)(t.p,{children:"If 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",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"Gun.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",(0,i.jsx)(t.p,{children:"In fact, while we're at it, let's make shooting a bit more unpredictable. Let's add some spread to our shots!"}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"Gun.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",(0,i.jsx)(t.p,{children:"A simple but impactful change! Here's how it looks with values I put in for some fun:"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Shooting Spread Effect",src:a(34698).A+"",width:"1140",height:"655"})}),"\n",(0,i.jsx)(t.p,{children:"I highly encourage you to play with these values to see what's fun for you!"}),"\n",(0,i.jsx)(t.p,{children:"It'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",(0,i.jsx)(t.p,{children:"PlayCanvas 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",(0,i.jsxs)("blockquote",{class:"twitter-tweet",children:[(0,i.jsxs)("p",{lang:"en",dir:"ltr",children:["Clustered area lights are happening at ",(0,i.jsx)("a",{href:"https://twitter.com/playcanvas?ref_src=twsrc%5Etfw",children:"@playcanvas"})," ! ",(0,i.jsx)("a",{href:"https://t.co/LTwlhbcg8y",children:"pic.twitter.com/LTwlhbcg8y"})]}),"\u2014 Martin Valigursky (@ValigurskyM) ",(0,i.jsx)("a",{href:"https://twitter.com/ValigurskyM/status/1458769117914312707?ref_src=twsrc%5Etfw",children:"November 11, 2021"})]}),"\n",(0,i.jsx)("script",{async:!0,src:"https://platform.twitter.com/widgets.js",charset:"utf-8"}),"\n",(0,i.jsx)(t.p,{children:"We can actually leverage this amazing tech to give every single one of our bullets a point light - this makes the scene considerably more dynamic as everything gets lit up when we fire!"}),"\n",(0,i.jsx)(t.p,{children:"As another touch, let's add a few sparkles when our shots hit something! The extra visual effect will make a big difference instead of just letting our bullets disappear. Particle explosions are always awesome."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Shooting With Particles",src:a(55110).A+"",width:"1140",height:"655"})}),"\n",(0,i.jsx)(t.p,{children:"Awesome! Our bullets look pretty nice. But we\u2019re still shooting at fairly dull asteroids. Let's make a few changes."}),"\n",(0,i.jsx)(t.h2,{id:"destroying-asteroids",children:"Destroying Asteroids"}),"\n",(0,i.jsx)(t.p,{children:"Firstly, we want our asteroids to stand out from our background. Let's change the background texture to something a bit brighter."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"New Background Texture",src:a(15221).A+"",width:"3456",height:"1950"})}),"\n",(0,i.jsx)(t.p,{children:"Much better! But can we make the asteroids themselves prettier? They're currently mapped with a fairly low resolution texture. Moreover, there's no variety - all asteroids are the same, only rotated differently."}),"\n",(0,i.jsx)(t.p,{children:"Let's import a new mesh and texture for the asteroids."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"New Asteroid Model",src:a(79308).A+"",width:"3456",height:"1912"})}),"\n",(0,i.jsx)(t.p,{children:"Nice! Much more visible, and much more variety - I should note I went ahead and added a simple component that further randomizes the scale of the asteroids being spawned!"}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"var ScaleRandomizer = pc.createScript('scaleRandomizer');\n\nScaleRandomizer.attributes.add('baseScale', {\n type: 'number',\n title: 'Base Scale',\n description: 'The base scale to deviate from'\n});\n\nScaleRandomizer.attributes.add('scaleDeviation', {\n type: 'number',\n title: 'Scale Deviation',\n description: 'The amount by which the effective scale should deviate from the base scale'\n});\n\n// initialize code called once per entity\nScaleRandomizer.prototype.initialize = function () {\n this.entity.setLocalScale(this.getRandomScale());\n};\n\nScaleRandomizer.prototype.getRandomScale = function () {\n var deviation = getRandomFloatDeviation(this.scaleDeviation, 3);\n var randomScale = this.baseScale + deviation;\n\n return new pc.Vec3(randomScale, randomScale, randomScale);\n};\n"})}),"\n",(0,i.jsx)(t.p,{children:"Awesome, the asteroids look much nicer. Let's turn our attention back to our background for a moment as it looks very static."}),"\n",(0,i.jsxs)(t.ul,{children:["\n",(0,i.jsx)(t.li,{children:"Could we give it some life by adding some \u2018background\u2019 asteroids?"}),"\n",(0,i.jsx)(t.li,{children:"Could we even make destroyed asteroids leave pieces behind as we destroy them?"}),"\n",(0,i.jsx)(t.li,{children:"The game currently gets harder as time goes on. Maybe we can indicate that visually somehow? Maybe by changing the background texture?"}),"\n"]}),"\n",(0,i.jsx)(t.p,{children:"Let's implement these ideas!"}),"\n",(0,i.jsx)(t.p,{children:"For the background asteroids, I simply reused our asteroid spawner class, but moved the spawn points a bit below."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Spawner Script UI",src:a(39203).A+"",width:"506",height:"884"})}),"\n",(0,i.jsx)(t.p,{children:"To make it as non-impactful on performance as possible, I duplicated our template, renamed it to FakeAsteroid and removed all components, except the Mover and Rotator components."}),"\n",(0,i.jsxs)(t.blockquote,{children:["\n",(0,i.jsx)(t.p,{children:"This is one of the beauties of using a component-based architecture! It allows you to quickly alter the behavior of objects without having to write or modify code at all!"}),"\n"]}),"\n",(0,i.jsx)(t.p,{children:"I also made the FakeAsteroid texture much darker, so as not to distract or confuse the player."}),"\n",(0,i.jsx)(t.p,{children:"My approach to the \u2018fragment\u2019 asteroids was similar, except I made them much smaller, and gave the regular asteroids a component to spawn fragments on death."}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"FragmentSpawner.attributes.add('minMaxCount', {\n type: 'vec2',\n title: 'Min, Max Count',\n description: 'The minimum and maximum amount of fragments to spawn.'\n});\n\nFragmentSpawner.prototype.spawnFragments = function () {\n if (FragmentSpawner.fragmentParent === null) {\n return;\n }\n\n var spawnCount = getRandomInRange(this.minMaxCount.x, this.minMaxCount.y);\n\n for (i = 0; i < spawnCount; i++) {\n this.spawnSingleFragment();\n }\n};\n\nFragmentSpawner.prototype.spawnSingleFragment = function () {\n var fragment = this.fragmentTemplate.resource.instantiate();\n fragment.reparent(FragmentSpawner.fragmentParent);\n var position = this.getFragmentPosition();\n fragment.setPosition(position);\n};\n"})}),"\n",(0,i.jsx)(t.p,{children:"And, while we\u2019re at it, why don't we add a dust puff and small particles when the asteroid gets destroyed to complement our fragments?"}),"\n",(0,i.jsx)(t.p,{children:"I gathered a few textures online, duplicated our bullet hit particle effects and modified them. To spawn the particle effects, I used the same component I had used in the bullet:"}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"// A script that spawns a particle effect on death\nvar DeathEffect = pc.createScript('deathEffect');\n\nDeathEffect.attributes.add('particleEffects', {\n type: 'asset',\n assetType: 'template',\n array: true,\n title: 'Particle Effect Templates',\n});\n\nDeathEffect.effectParent = null;\n\n// initialize code called once per entity\nDeathEffect.prototype.initialize = function () {\n this.entity.on('destroy', this.onDestroy, this);\n\n if (!DeathEffect.effectParent) {\n DeathEffect.effectParent = this.entity.parent;\n }\n};\n\nDeathEffect.prototype.onDestroy = function () {\n for (var i = 0; i < this.particleEffects.length; i++) {\n var effect = this.particleEffects[i].resource.instantiate();\n effect.setPosition(this.entity.getPosition());\n effect.reparent(effectParent);\n }\n};\n"})}),"\n",(0,i.jsx)(t.p,{children:"And lastly for the background, I added a script to lerp the transparency of our blue space material towards 0. This slowly reveals a purple material underneath."}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"// A script that manages ambient color.\nvar AmbientManager = pc.createScript('ambientManager');\n\nAmbientManager.attributes.add('startingColor', {\n type: 'rgba',\n title: 'Starting Color',\n description: 'The starting color for the ambient'\n});\n\nAmbientManager.attributes.add('finalColor', {\n type: 'rgba',\n title: 'Final Color',\n description: 'The final color for the ambient'\n});\n\nAmbientManager.attributes.add('targetMaterial', {\n type: 'asset',\n assetType: 'material',\n title: 'Target Material',\n description: 'The material whose color to set (Matching the ambient color)'\n});\n\n// initialize code called once per entity\nAmbientManager.prototype.initialize = function () {\n this.updateTransition(0);\n};\n\nAmbientManager.prototype.updateTransition = function (transitionProgress) {\n var color = new pc.Color();\n color.lerp(this.startingColor, this.finalColor, transitionProgress);\n\n var mat = this.targetMaterial.resource;\n mat.emissive = color;\n mat.opacity = color.a;\n mat.update();\n};\n"})}),"\n",(0,i.jsx)(t.p,{children:"Here's the end result with all of our asteroid changes:"}),"\n",(0,i.jsx)(r(),{playing:!0,controls:!0,url:"/img/Space-Rocks-After.mp4"}),"\n",(0,i.jsx)(t.p,{children:"It looks amazingly better! Already a massive difference from our starting point."}),"\n",(0,i.jsx)(t.h2,{id:"colliding-with-asteroids",children:"Colliding With Asteroids"}),"\n",(0,i.jsx)(t.p,{children:"The last piece of the puzzle is when asteroids hit us! It needs to feel impactful! As if you were in a car, and the car just went over a bump."}),"\n",(0,i.jsx)(t.p,{children:"We'll want to communicate it a bit better. Right now, all that happens is that the \u2018n lives left\u2019 counter in the top left gets decremented. Not only does it need to be obvious that we've got hit, but the player must be able to consult how many lives left he has at a glance."}),"\n",(0,i.jsx)(t.p,{children:"I downloaded the model for our spaceship, and made a top-down render of it in Blender. The result was a simple plain icon:"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Spaceship Icon",src:a(12561).A+"",width:"567",height:"567"})}),"\n",(0,i.jsx)(t.p,{children:"Plain, but enough to make a health counter with. Let's make it semi transparent and add it to the world. Our health counter will display from one to three of these icons to indicate how much life we've got left."}),"\n",(0,i.jsx)(t.p,{children:"To give it some more juice, let's also make it \u2018jump up\u2019 when our health changes, and rotate it inwards towards the game world, to give it a 3D appearance."}),"\n",(0,i.jsx)(t.p,{children:"And, since using components makes it easy, let's do the same to our score counter:"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Score Counter",src:a(2344).A+"",width:"1706",height:"948"})}),"\n",(0,i.jsx)(t.p,{children:"Much simpler, and much nicer!"}),"\n",(0,i.jsx)(t.p,{children:"Next up, let's try to emulate that \u2018bump\u2019 feeling. We can do this by adding some screen shake whenever we get hit! And for extra impact, we can make it slow-mo as well!"}),"\n",(0,i.jsx)(t.p,{children:"Making it slow mo is fairly simple - one component does it:"}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"var BulletTimeEffect = pc.createScript('bulletTimeEffect');\n\nBulletTimeEffect.attributes.add('effectDuration', {\n type: 'number',\n default: 1,\n title: 'Effect Duration',\n description: 'How long the bullet time effect should last.'\n});\n\nBulletTimeEffect.attributes.add('timeCurve', {\n type: 'curve',\n title: 'Time Curve',\n description: 'How much the time scale should be over unscaled time.'\n});\n\n// initialize code called once per entity\nBulletTimeEffect.prototype.initialize = function () {\n this._time = 0;\n this.entity.on('destroy', function () {\n this.app.timeScale = 1;\n }, this);\n};\n\n// update code called every frame\nBulletTimeEffect.prototype.update = function (dt) {\n this._time += (dt / this.app.timeScale) / this.effectDuration;\n this.app.timeScale = this.timeCurve.value(this._time);\n this.app.timeScale = Math.min(1, this.app.timeScale);\n};\n"})}),"\n",(0,i.jsx)(t.p,{children:"As for making the screen shake, it's a bit more complex (though certainly not magic!). The underlying logic is to simply move the camera randomly. To do so, we can use a script that tracks the camera's original position, and translates it randomly. We reset to the original position at the beginning of each new frame, and repeat."}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"this.entity.setPosition(originalPosition);\nthis.entity.translate(this.getRandomTranslation());\n"})}),"\n",(0,i.jsx)(t.p,{children:"The above getRandomTranslation() method could simply return a random Vector3, and it would work. Problem is, though, this approach can make the camera feel like it is jittering, not shaking, particularly if the shake distance is large. This can cause motion sickness."}),"\n",(0,i.jsx)(t.p,{children:"What else can we do then? Well, there is a more mathematically complex way of getting a random number - one that makes it so that our shaking is smooth, not jittery. This way of getting a random number is Perlin Noise!"}),"\n",(0,i.jsxs)(t.p,{children:["Perlin Noise is used to create awesome things all over media, from explosion visual effects to Minecraft's world generation. If you're interested in the math or simply curious, you can learn more in ",(0,i.jsx)(t.a,{href:"https://adrianb.io/2014/08/09/perlinnoise.html",children:"this"})," excellent article."]}),"\n",(0,i.jsxs)(t.p,{children:["Let's go with Perlin Noise for our game. You can see the implementation we went with in the ",(0,i.jsx)(t.a,{href:"https://playcanvas.com/editor/code/1029772?tabs=118417182",children:"perlin-camera-shake.js"})," and ",(0,i.jsx)(t.a,{href:"https://playcanvas.com/editor/code/1029772?tabs=118417125",children:"perlin-noise.js"})," script."]}),"\n",(0,i.jsx)(t.p,{children:"Lastly, let's add a small shockwave whenever we get hit! Let's use a particle system for this - just like with the asteroid explosion and bullet hit effects. I grabbed a simple circular texture, coloured it red to indicate something negative, and added a script that spawns the effect whenever the player gets hit."}),"\n",(0,i.jsx)(t.p,{children:"The combined effects look like this:"}),"\n",(0,i.jsx)(r(),{playing:!0,controls:!0,url:"/img/Space-Rocks-Preview.mp4"}),"\n",(0,i.jsx)(t.p,{children:"You'll notice I've added screen shake to more than just the player getting hit! I'm a big fan of this effect, so I've added it to asteroid explosions and firing bullets as well!"}),"\n",(0,i.jsx)(t.h2,{id:"and-that-about-does-it",children:"And that about does it"}),"\n",(0,i.jsxs)(t.p,{children:["With the effects we added above, the game looks and plays entirely different. Destroying asteroids ",(0,i.jsx)(t.strong,{children:"feels"})," good, and everything else in the game is there to enhance that experience."]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Finished Game",src:a(35254).A+"",width:"3414",height:"1906"})}),"\n",(0,i.jsx)(t.p,{children:"As a last finishing touch, I went ahead and added a few post-processing effects that PlayCanvas offers. Namely, Vignette, Bloom and Chromatic Aberration. I also added CRT Scanlines as an overlay for a retro effect."}),"\n",(0,i.jsxs)(t.p,{children:["I hope this guide has been useful to you! Take a look at the project, it is public and is accessible as a ",(0,i.jsx)(t.a,{href:"https://developer.playcanvas.com/tutorials/space-rocks/",children:"Game Demo in our documentation"}),"."]}),"\n",(0,i.jsx)(t.p,{children:"PlayCanvas is an excellent cloud-based game engine that allows you to build games for the browser. It has an amazing editor that allows you to use it as if it were Unity or Unreal - which most developers are accustomed to."}),"\n",(0,i.jsx)(t.h2,{id:"want-to-learn-more",children:"Want to learn more?"}),"\n",(0,i.jsx)(t.p,{children:"Here's a few resources if you want to try and make something similar to juice up your game!"}),"\n",(0,i.jsxs)(t.p,{children:[(0,i.jsx)(t.strong,{children:"PlayCanvas"})," is an awesome web-first game engine that runs on the cloud. You don't need to download anything, and it's free!"]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.a,{href:"https://playcanvas.com/",children:"PlayCanvas - The Web-First Game Engine"})}),"\n",(0,i.jsxs)(t.p,{children:[(0,i.jsx)(t.strong,{children:"This one reddit post"})," sums up many tricks you can do in about 60 seconds!"]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.a,{href:"https://www.reddit.com/r/gamedev/comments/yy79kh/juice_your_game_in_60_seconds/",children:"Juice your game in 60 seconds"})}),"\n",(0,i.jsxs)(t.p,{children:[(0,i.jsx)(t.strong,{children:"There's this very nice GDC talk"})," that goes into game juice a bit more deeply. Tons of useful information there!"]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.a,{href:"https://www.youtube.com/watch?v=Fy0aCDmgnxg",children:"Juice it or lose it - a talk by Martin Jonasson & Petri Purho"})}),"\n",(0,i.jsxs)(t.p,{children:[(0,i.jsx)(t.strong,{children:"And there's this awesome INDIGO class"})," that goes in-depth about my favorite game juice - screen shake!"]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.a,{href:"https://www.youtube.com/watch?v=AJdEqssNZ-U",children:"Vlambeer - The art of screenshake by Jan Willem Nijman"})})]})}function p(e={}){const{wrapper:t}={...(0,s.R)(),...e.components};return t?(0,i.jsx)(t,{...e,children:(0,i.jsx)(m,{...e})}):m(e)}},15221:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/MakeYourHTML5GamesAwesome-2-8088ca80b7c0d5a339941f91a6c3a517.png"},79308:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/MakeYourHTML5GamesAwesome-3-b6691837516252c2fd066a8c2f1e662e.png"},39203:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/MakeYourHTML5GamesAwesome-4-b3b0f857d226c264024727a626db246e.png"},12561:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/MakeYourHTML5GamesAwesome-6-f2ee39bfaaff6549a0bdd3e215dfb814.png"},2344:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/MakeYourHTML5GamesAwesome-7-7e6af640167357fde5bc21c804bbfa0e.png"},35254:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/MakeYourHTML5GamesAwesome-9-e28220de3f32cf4b528a7a1373220465.png"},55110:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/Space-Rocks-image3-f1f32b2c577208188faba09f48a1eedd.gif"},34698:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/Space-Rocks-image7-466936dde9a5ff0e326423aa68c59a3b.gif"},95520:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/Space-Rocks-image9-b721d55894f95bc655c6e994084747c4.gif"},48772:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/Space-Rocks-thumbnail-6a8e0ba166e3f9693377924f55a7df34.jpeg"},95353:e=>{e.exports=JSON.parse('{"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":[{"inline":true,"label":"gamedev","permalink":"/tags/gamedev"},{"inline":true,"label":"html5","permalink":"/tags/html-5"},{"inline":true,"label":"webgl","permalink":"/tags/webgl"}],"readingTime":11.64,"hasTruncateMarker":true,"authors":[{"name":"Paulo Oliveira","title":"Associate Partner Support Engineer","page":{"permalink":"/authors/paulo"},"socials":{"linkedin":"https://www.linkedin.com/in/paulo-oliveira-ninitoph/"},"imageURL":"https://media.licdn.com/dms/image/v2/C4D03AQGBCxiefbbUlw/profile-displayphoto-shrink_800_800/profile-displayphoto-shrink_800_800/0/1654615914498?e=1730332800&v=beta&t=430DvI8uuos5obx7BhhHBqhT5TnNTv3q91eOOg6diII","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"}}')}}]); \ No newline at end of file +"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[96479],{63077:(e,t,a)=>{a.r(t),a.d(t,{assets:()=>h,contentTitle:()=>c,default:()=>p,frontMatter:()=>l,metadata:()=>n,toc:()=>d});var n=a(95353),i=a(74848),s=a(28453),o=a(13554),r=a.n(o);const l={authors:"paulo",slug:"how-to-make-your-html5-games-awesome",title:"How to make your HTML5 Games Awesome!",tags:["gamedev","html5","webgl"]},c=void 0,h={authorsImageUrls:[void 0]},d=[{value:"How it started",id:"how-it-started",level:2},{value:"What can we improve?",id:"what-can-we-improve",level:2},{value:"For shooting",id:"for-shooting",level:2},{value:"Destroying Asteroids",id:"destroying-asteroids",level:2},{value:"Colliding With Asteroids",id:"colliding-with-asteroids",level:2},{value:"And that about does it",id:"and-that-about-does-it",level:2},{value:"Want to learn more?",id:"want-to-learn-more",level:2}];function m(e){const t={a:"a",blockquote:"blockquote",code:"code",h2:"h2",img:"img",li:"li",p:"p",pre:"pre",strong:"strong",ul:"ul",...(0,s.R)(),...e.components};return(0,i.jsxs)(i.Fragment,{children:[(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"How To Make Your HTML5 Games Awesome",src:a(48772).A+"",width:"1024",height:"576"})}),"\n",(0,i.jsx)(t.p,{children:"The 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",(0,i.jsxs)(t.p,{children:["We'll use ",(0,i.jsx)(t.a,{href:"https://playcanvas.com/project/1029772/overview/space-rocks",children:"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",(0,i.jsxs)(t.blockquote,{children:["\n",(0,i.jsxs)(t.p,{children:[(0,i.jsx)(t.a,{href:"https://www.youtube.com/watch?v=Fy0aCDmgnxg",children:"Game juice"})," 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"]}),"\n",(0,i.jsxs)(t.p,{children:["Particularly, we'll explore how game polish can be achieved through ",(0,i.jsx)(t.strong,{children:"game juice"}),"."]}),"\n",(0,i.jsx)(r(),{playing:!0,controls:!0,url:"/img/Space-Rocks-before-and-after-v2-60fps.mp4"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.a,{href:"https://playcanvas.com/project/1014332/overview/space-rocks",children:"Play it here!"})}),"\n",(0,i.jsx)(t.h2,{id:"how-it-started",children:"How it started"}),"\n",(0,i.jsx)(r(),{playing:!0,controls:!0,url:"/img/Space-Rocks-How-it-started-1.mp4"}),"\n",(0,i.jsx)(t.p,{children:"This 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",(0,i.jsx)(t.p,{children:"However, 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",(0,i.jsx)(t.h2,{id:"what-can-we-improve",children:"What can we improve?"}),"\n",(0,i.jsx)(t.p,{children:"To 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",(0,i.jsxs)(t.ul,{children:["\n",(0,i.jsx)(t.li,{children:"Shooting"}),"\n",(0,i.jsx)(t.li,{children:"Destroying asteroids"}),"\n",(0,i.jsx)(t.li,{children:"Colliding with asteroids"}),"\n"]}),"\n",(0,i.jsx)(t.p,{children:"With those three key pieces in mind, let's start thinking about how we can improve them."}),"\n",(0,i.jsx)(t.h2,{id:"for-shooting",children:"For shooting"}),"\n",(0,i.jsx)(t.p,{children:"It's not very interesting right now:"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Basic Shooting",src:a(95520).A+"",width:"1140",height:"655"})}),"\n",(0,i.jsx)(t.p,{children:"If 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",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"Gun.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",(0,i.jsx)(t.p,{children:"In fact, while we're at it, let's make shooting a bit more unpredictable. Let's add some spread to our shots!"}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"Gun.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",(0,i.jsx)(t.p,{children:"A simple but impactful change! Here's how it looks with values I put in for some fun:"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Shooting Spread Effect",src:a(34698).A+"",width:"1140",height:"655"})}),"\n",(0,i.jsx)(t.p,{children:"I highly encourage you to play with these values to see what's fun for you!"}),"\n",(0,i.jsx)(t.p,{children:"It'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",(0,i.jsx)(t.p,{children:"PlayCanvas 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",(0,i.jsxs)("blockquote",{class:"twitter-tweet",children:[(0,i.jsxs)("p",{lang:"en",dir:"ltr",children:["Clustered area lights are happening at ",(0,i.jsx)("a",{href:"https://twitter.com/playcanvas?ref_src=twsrc%5Etfw",children:"@playcanvas"})," ! ",(0,i.jsx)("a",{href:"https://t.co/LTwlhbcg8y",children:"pic.twitter.com/LTwlhbcg8y"})]}),"\u2014 Martin Valigursky (@ValigurskyM) ",(0,i.jsx)("a",{href:"https://twitter.com/ValigurskyM/status/1458769117914312707?ref_src=twsrc%5Etfw",children:"November 11, 2021"})]}),"\n",(0,i.jsx)("script",{async:!0,src:"https://platform.twitter.com/widgets.js",charset:"utf-8"}),"\n",(0,i.jsx)(t.p,{children:"We can actually leverage this amazing tech to give every single one of our bullets a point light - this makes the scene considerably more dynamic as everything gets lit up when we fire!"}),"\n",(0,i.jsx)(t.p,{children:"As another touch, let's add a few sparkles when our shots hit something! The extra visual effect will make a big difference instead of just letting our bullets disappear. Particle explosions are always awesome."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Shooting With Particles",src:a(55110).A+"",width:"1140",height:"655"})}),"\n",(0,i.jsx)(t.p,{children:"Awesome! Our bullets look pretty nice. But we\u2019re still shooting at fairly dull asteroids. Let's make a few changes."}),"\n",(0,i.jsx)(t.h2,{id:"destroying-asteroids",children:"Destroying Asteroids"}),"\n",(0,i.jsx)(t.p,{children:"Firstly, we want our asteroids to stand out from our background. Let's change the background texture to something a bit brighter."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"New Background Texture",src:a(15221).A+"",width:"3456",height:"1950"})}),"\n",(0,i.jsx)(t.p,{children:"Much better! But can we make the asteroids themselves prettier? They're currently mapped with a fairly low resolution texture. Moreover, there's no variety - all asteroids are the same, only rotated differently."}),"\n",(0,i.jsx)(t.p,{children:"Let's import a new mesh and texture for the asteroids."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"New Asteroid Model",src:a(79308).A+"",width:"3456",height:"1912"})}),"\n",(0,i.jsx)(t.p,{children:"Nice! Much more visible, and much more variety - I should note I went ahead and added a simple component that further randomizes the scale of the asteroids being spawned!"}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"var ScaleRandomizer = pc.createScript('scaleRandomizer');\n\nScaleRandomizer.attributes.add('baseScale', {\n type: 'number',\n title: 'Base Scale',\n description: 'The base scale to deviate from'\n});\n\nScaleRandomizer.attributes.add('scaleDeviation', {\n type: 'number',\n title: 'Scale Deviation',\n description: 'The amount by which the effective scale should deviate from the base scale'\n});\n\n// initialize code called once per entity\nScaleRandomizer.prototype.initialize = function () {\n this.entity.setLocalScale(this.getRandomScale());\n};\n\nScaleRandomizer.prototype.getRandomScale = function () {\n var deviation = getRandomFloatDeviation(this.scaleDeviation, 3);\n var randomScale = this.baseScale + deviation;\n\n return new pc.Vec3(randomScale, randomScale, randomScale);\n};\n"})}),"\n",(0,i.jsx)(t.p,{children:"Awesome, the asteroids look much nicer. Let's turn our attention back to our background for a moment as it looks very static."}),"\n",(0,i.jsxs)(t.ul,{children:["\n",(0,i.jsx)(t.li,{children:"Could we give it some life by adding some \u2018background\u2019 asteroids?"}),"\n",(0,i.jsx)(t.li,{children:"Could we even make destroyed asteroids leave pieces behind as we destroy them?"}),"\n",(0,i.jsx)(t.li,{children:"The game currently gets harder as time goes on. Maybe we can indicate that visually somehow? Maybe by changing the background texture?"}),"\n"]}),"\n",(0,i.jsx)(t.p,{children:"Let's implement these ideas!"}),"\n",(0,i.jsx)(t.p,{children:"For the background asteroids, I simply reused our asteroid spawner class, but moved the spawn points a bit below."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Spawner Script UI",src:a(39203).A+"",width:"506",height:"884"})}),"\n",(0,i.jsx)(t.p,{children:"To make it as non-impactful on performance as possible, I duplicated our template, renamed it to FakeAsteroid and removed all components, except the Mover and Rotator components."}),"\n",(0,i.jsxs)(t.blockquote,{children:["\n",(0,i.jsx)(t.p,{children:"This is one of the beauties of using a component-based architecture! It allows you to quickly alter the behavior of objects without having to write or modify code at all!"}),"\n"]}),"\n",(0,i.jsx)(t.p,{children:"I also made the FakeAsteroid texture much darker, so as not to distract or confuse the player."}),"\n",(0,i.jsx)(t.p,{children:"My approach to the \u2018fragment\u2019 asteroids was similar, except I made them much smaller, and gave the regular asteroids a component to spawn fragments on death."}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"FragmentSpawner.attributes.add('minMaxCount', {\n type: 'vec2',\n title: 'Min, Max Count',\n description: 'The minimum and maximum amount of fragments to spawn.'\n});\n\nFragmentSpawner.prototype.spawnFragments = function () {\n if (FragmentSpawner.fragmentParent === null) {\n return;\n }\n\n var spawnCount = getRandomInRange(this.minMaxCount.x, this.minMaxCount.y);\n\n for (i = 0; i < spawnCount; i++) {\n this.spawnSingleFragment();\n }\n};\n\nFragmentSpawner.prototype.spawnSingleFragment = function () {\n var fragment = this.fragmentTemplate.resource.instantiate();\n fragment.reparent(FragmentSpawner.fragmentParent);\n var position = this.getFragmentPosition();\n fragment.setPosition(position);\n};\n"})}),"\n",(0,i.jsx)(t.p,{children:"And, while we\u2019re at it, why don't we add a dust puff and small particles when the asteroid gets destroyed to complement our fragments?"}),"\n",(0,i.jsx)(t.p,{children:"I gathered a few textures online, duplicated our bullet hit particle effects and modified them. To spawn the particle effects, I used the same component I had used in the bullet:"}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"// A script that spawns a particle effect on death\nvar DeathEffect = pc.createScript('deathEffect');\n\nDeathEffect.attributes.add('particleEffects', {\n type: 'asset',\n assetType: 'template',\n array: true,\n title: 'Particle Effect Templates',\n});\n\nDeathEffect.effectParent = null;\n\n// initialize code called once per entity\nDeathEffect.prototype.initialize = function () {\n this.entity.on('destroy', this.onDestroy, this);\n\n if (!DeathEffect.effectParent) {\n DeathEffect.effectParent = this.entity.parent;\n }\n};\n\nDeathEffect.prototype.onDestroy = function () {\n for (var i = 0; i < this.particleEffects.length; i++) {\n var effect = this.particleEffects[i].resource.instantiate();\n effect.setPosition(this.entity.getPosition());\n effect.reparent(effectParent);\n }\n};\n"})}),"\n",(0,i.jsx)(t.p,{children:"And lastly for the background, I added a script to lerp the transparency of our blue space material towards 0. This slowly reveals a purple material underneath."}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"// A script that manages ambient color.\nvar AmbientManager = pc.createScript('ambientManager');\n\nAmbientManager.attributes.add('startingColor', {\n type: 'rgba',\n title: 'Starting Color',\n description: 'The starting color for the ambient'\n});\n\nAmbientManager.attributes.add('finalColor', {\n type: 'rgba',\n title: 'Final Color',\n description: 'The final color for the ambient'\n});\n\nAmbientManager.attributes.add('targetMaterial', {\n type: 'asset',\n assetType: 'material',\n title: 'Target Material',\n description: 'The material whose color to set (Matching the ambient color)'\n});\n\n// initialize code called once per entity\nAmbientManager.prototype.initialize = function () {\n this.updateTransition(0);\n};\n\nAmbientManager.prototype.updateTransition = function (transitionProgress) {\n var color = new pc.Color();\n color.lerp(this.startingColor, this.finalColor, transitionProgress);\n\n var mat = this.targetMaterial.resource;\n mat.emissive = color;\n mat.opacity = color.a;\n mat.update();\n};\n"})}),"\n",(0,i.jsx)(t.p,{children:"Here's the end result with all of our asteroid changes:"}),"\n",(0,i.jsx)(r(),{playing:!0,controls:!0,url:"/img/Space-Rocks-After.mp4"}),"\n",(0,i.jsx)(t.p,{children:"It looks amazingly better! Already a massive difference from our starting point."}),"\n",(0,i.jsx)(t.h2,{id:"colliding-with-asteroids",children:"Colliding With Asteroids"}),"\n",(0,i.jsx)(t.p,{children:"The last piece of the puzzle is when asteroids hit us! It needs to feel impactful! As if you were in a car, and the car just went over a bump."}),"\n",(0,i.jsx)(t.p,{children:"We'll want to communicate it a bit better. Right now, all that happens is that the \u2018n lives left\u2019 counter in the top left gets decremented. Not only does it need to be obvious that we've got hit, but the player must be able to consult how many lives left he has at a glance."}),"\n",(0,i.jsx)(t.p,{children:"I downloaded the model for our spaceship, and made a top-down render of it in Blender. The result was a simple plain icon:"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Spaceship Icon",src:a(12561).A+"",width:"567",height:"567"})}),"\n",(0,i.jsx)(t.p,{children:"Plain, but enough to make a health counter with. Let's make it semi transparent and add it to the world. Our health counter will display from one to three of these icons to indicate how much life we've got left."}),"\n",(0,i.jsx)(t.p,{children:"To give it some more juice, let's also make it \u2018jump up\u2019 when our health changes, and rotate it inwards towards the game world, to give it a 3D appearance."}),"\n",(0,i.jsx)(t.p,{children:"And, since using components makes it easy, let's do the same to our score counter:"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Score Counter",src:a(2344).A+"",width:"1706",height:"948"})}),"\n",(0,i.jsx)(t.p,{children:"Much simpler, and much nicer!"}),"\n",(0,i.jsx)(t.p,{children:"Next up, let's try to emulate that \u2018bump\u2019 feeling. We can do this by adding some screen shake whenever we get hit! And for extra impact, we can make it slow-mo as well!"}),"\n",(0,i.jsx)(t.p,{children:"Making it slow mo is fairly simple - one component does it:"}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"var BulletTimeEffect = pc.createScript('bulletTimeEffect');\n\nBulletTimeEffect.attributes.add('effectDuration', {\n type: 'number',\n default: 1,\n title: 'Effect Duration',\n description: 'How long the bullet time effect should last.'\n});\n\nBulletTimeEffect.attributes.add('timeCurve', {\n type: 'curve',\n title: 'Time Curve',\n description: 'How much the time scale should be over unscaled time.'\n});\n\n// initialize code called once per entity\nBulletTimeEffect.prototype.initialize = function () {\n this._time = 0;\n this.entity.on('destroy', function () {\n this.app.timeScale = 1;\n }, this);\n};\n\n// update code called every frame\nBulletTimeEffect.prototype.update = function (dt) {\n this._time += (dt / this.app.timeScale) / this.effectDuration;\n this.app.timeScale = this.timeCurve.value(this._time);\n this.app.timeScale = Math.min(1, this.app.timeScale);\n};\n"})}),"\n",(0,i.jsx)(t.p,{children:"As for making the screen shake, it's a bit more complex (though certainly not magic!). The underlying logic is to simply move the camera randomly. To do so, we can use a script that tracks the camera's original position, and translates it randomly. We reset to the original position at the beginning of each new frame, and repeat."}),"\n",(0,i.jsx)(t.pre,{children:(0,i.jsx)(t.code,{className:"language-javascript",children:"this.entity.setPosition(originalPosition);\nthis.entity.translate(this.getRandomTranslation());\n"})}),"\n",(0,i.jsx)(t.p,{children:"The above getRandomTranslation() method could simply return a random Vector3, and it would work. Problem is, though, this approach can make the camera feel like it is jittering, not shaking, particularly if the shake distance is large. This can cause motion sickness."}),"\n",(0,i.jsx)(t.p,{children:"What else can we do then? Well, there is a more mathematically complex way of getting a random number - one that makes it so that our shaking is smooth, not jittery. This way of getting a random number is Perlin Noise!"}),"\n",(0,i.jsxs)(t.p,{children:["Perlin Noise is used to create awesome things all over media, from explosion visual effects to Minecraft's world generation. If you're interested in the math or simply curious, you can learn more in ",(0,i.jsx)(t.a,{href:"https://adrianb.io/2014/08/09/perlinnoise.html",children:"this"})," excellent article."]}),"\n",(0,i.jsxs)(t.p,{children:["Let's go with Perlin Noise for our game. You can see the implementation we went with in the ",(0,i.jsx)(t.a,{href:"https://playcanvas.com/editor/code/1029772?tabs=118417182",children:"perlin-camera-shake.js"})," and ",(0,i.jsx)(t.a,{href:"https://playcanvas.com/editor/code/1029772?tabs=118417125",children:"perlin-noise.js"})," script."]}),"\n",(0,i.jsx)(t.p,{children:"Lastly, let's add a small shockwave whenever we get hit! Let's use a particle system for this - just like with the asteroid explosion and bullet hit effects. I grabbed a simple circular texture, coloured it red to indicate something negative, and added a script that spawns the effect whenever the player gets hit."}),"\n",(0,i.jsx)(t.p,{children:"The combined effects look like this:"}),"\n",(0,i.jsx)(r(),{playing:!0,controls:!0,url:"/img/Space-Rocks-Preview.mp4"}),"\n",(0,i.jsx)(t.p,{children:"You'll notice I've added screen shake to more than just the player getting hit! I'm a big fan of this effect, so I've added it to asteroid explosions and firing bullets as well!"}),"\n",(0,i.jsx)(t.h2,{id:"and-that-about-does-it",children:"And that about does it"}),"\n",(0,i.jsxs)(t.p,{children:["With the effects we added above, the game looks and plays entirely different. Destroying asteroids ",(0,i.jsx)(t.strong,{children:"feels"})," good, and everything else in the game is there to enhance that experience."]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Finished Game",src:a(35254).A+"",width:"3414",height:"1906"})}),"\n",(0,i.jsx)(t.p,{children:"As a last finishing touch, I went ahead and added a few post-processing effects that PlayCanvas offers. Namely, Vignette, Bloom and Chromatic Aberration. I also added CRT Scanlines as an overlay for a retro effect."}),"\n",(0,i.jsxs)(t.p,{children:["I hope this guide has been useful to you! Take a look at the project, it is public and is accessible as a ",(0,i.jsx)(t.a,{href:"https://developer.playcanvas.com/tutorials/space-rocks/",children:"Game Demo in our documentation"}),"."]}),"\n",(0,i.jsx)(t.p,{children:"PlayCanvas is an excellent cloud-based game engine that allows you to build games for the browser. It has an amazing editor that allows you to use it as if it were Unity or Unreal - which most developers are accustomed to."}),"\n",(0,i.jsx)(t.h2,{id:"want-to-learn-more",children:"Want to learn more?"}),"\n",(0,i.jsx)(t.p,{children:"Here's a few resources if you want to try and make something similar to juice up your game!"}),"\n",(0,i.jsxs)(t.p,{children:[(0,i.jsx)(t.strong,{children:"PlayCanvas"})," is an awesome web-first game engine that runs on the cloud. You don't need to download anything, and it's free!"]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.a,{href:"https://playcanvas.com/",children:"PlayCanvas - The Web-First Game Engine"})}),"\n",(0,i.jsxs)(t.p,{children:[(0,i.jsx)(t.strong,{children:"This one reddit post"})," sums up many tricks you can do in about 60 seconds!"]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.a,{href:"https://www.reddit.com/r/gamedev/comments/yy79kh/juice_your_game_in_60_seconds/",children:"Juice your game in 60 seconds"})}),"\n",(0,i.jsxs)(t.p,{children:[(0,i.jsx)(t.strong,{children:"There's this very nice GDC talk"})," that goes into game juice a bit more deeply. Tons of useful information there!"]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.a,{href:"https://www.youtube.com/watch?v=Fy0aCDmgnxg",children:"Juice it or lose it - a talk by Martin Jonasson & Petri Purho"})}),"\n",(0,i.jsxs)(t.p,{children:[(0,i.jsx)(t.strong,{children:"And there's this awesome INDIGO class"})," that goes in-depth about my favorite game juice - screen shake!"]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.a,{href:"https://www.youtube.com/watch?v=AJdEqssNZ-U",children:"Vlambeer - The art of screenshake by Jan Willem Nijman"})})]})}function p(e={}){const{wrapper:t}={...(0,s.R)(),...e.components};return t?(0,i.jsx)(t,{...e,children:(0,i.jsx)(m,{...e})}):m(e)}},15221:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/MakeYourHTML5GamesAwesome-2-8088ca80b7c0d5a339941f91a6c3a517.png"},79308:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/MakeYourHTML5GamesAwesome-3-b6691837516252c2fd066a8c2f1e662e.png"},39203:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/MakeYourHTML5GamesAwesome-4-b3b0f857d226c264024727a626db246e.png"},12561:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/MakeYourHTML5GamesAwesome-6-f2ee39bfaaff6549a0bdd3e215dfb814.png"},2344:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/MakeYourHTML5GamesAwesome-7-7e6af640167357fde5bc21c804bbfa0e.png"},35254:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/MakeYourHTML5GamesAwesome-9-e28220de3f32cf4b528a7a1373220465.png"},55110:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/Space-Rocks-image3-f1f32b2c577208188faba09f48a1eedd.gif"},34698:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/Space-Rocks-image7-466936dde9a5ff0e326423aa68c59a3b.gif"},95520:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/Space-Rocks-image9-b721d55894f95bc655c6e994084747c4.gif"},48772:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/Space-Rocks-thumbnail-6a8e0ba166e3f9693377924f55a7df34.jpeg"},95353:e=>{e.exports=JSON.parse('{"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":[{"inline":true,"label":"gamedev","permalink":"/tags/gamedev"},{"inline":true,"label":"html5","permalink":"/tags/html-5"},{"inline":true,"label":"webgl","permalink":"/tags/webgl"}],"readingTime":11.64,"hasTruncateMarker":true,"authors":[{"name":"Paulo Oliveira","title":"Associate Partner Support Engineer","page":{"permalink":"/authors/paulo"},"socials":{"linkedin":"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"}}')}}]); 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It's crazy to think that VR games could be played and developed by simply opening your favorite web browser."}),"\n",(0,i.jsx)(t.p,{children:"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\xa0could become just another one of the\xa0features that you'd love to try but never quite have time to do.\xa0However, 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."}),"\n",(0,i.jsx)(t.p,{children:"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\xa0immersive gaming experiences. 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In that sense, Web AR will get more and more important, both as something that stands out but also as something that provides value for users."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:a(11988).A+"",children:(0,i.jsx)(t.img,{src:a(61046).A+"",width:"2560",height:"1338"})})}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Why do you think that your clients want Web AR in their experiences?"})}),"\n",(0,i.jsx)(t.p,{children:"To offer something more to their customers - both in marketing value and actual value. To help users make smarter, more informed decisions."}),"\n",(0,i.jsx)(t.p,{children:"We have also developed our own web based 3D converter that takes our PlayCanvas 3D models to glTF and USD on the fly. It is a server side solution that takes everything we develop to AR."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"How is building a web experience different from a native experience?"})}),"\n",(0,i.jsx)(t.p,{children:"You must optimize for both loading time and performance. The application could be run on a wide range of devices \u2013 from several years old phones to high-end desktops."}),"\n",(0,i.jsx)(t.p,{children:"The application is accessible to a wider audience since they don\u2019t need to install anything."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"What are the team's favorite features of PlayCanvas?"})}),"\n",(0,i.jsx)(t.p,{children:"As a team consisting of both 3D artists and developers, PlayCanvas\u2019 online editor provides a fantastic way to collaborate, prepare and preview our projects before pairing the solution with a stunning web UI or deploying it as a standalone viewer."}),"\n",(0,i.jsx)(t.p,{children:"Our 3D artists also enjoy how the editor is robust and easy to use, and how its design promotes collaboration. Powerful material settings (per-texture UV and color channel, vertex colors, blend types, depth test/write, etc.), flexible texture compression and a fast response by the team when reporting bugs and requesting features are also great."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"What is on the feature wish list for PlayCanvas this year?"})}),"\n",(0,i.jsx)(t.p,{children:"As the future for 3D on the web continues to evolve, we are excited to see support for more accessible 3D formats, such as the glTF standard by the Khronos Group, which PlayCanvas are advocating for as well."}),"\n",(0,i.jsx)(t.p,{children:"Beyond this, here are some things we look forward to:"}),"\n",(0,i.jsxs)(t.ul,{children:["\n",(0,i.jsx)(t.li,{children:"Node-based shader editor"}),"\n",(0,i.jsx)(t.li,{children:"Support for editor extensions"}),"\n",(0,i.jsx)(t.li,{children:"Post processing (HDR bloom, chromatic aberration, SSAO, motion blur, color grading, eye adaption, etc.)"}),"\n",(0,i.jsx)(t.li,{children:"More customizable asset import options"}),"\n",(0,i.jsx)(t.li,{children:"Reflection probes"}),"\n",(0,i.jsx)(t.li,{children:"Material instances (see Unreal Engine)"}),"\n",(0,i.jsx)(t.li,{children:"Debug visualization (see Unreal Engine\u2019s View Modes)"}),"\n",(0,i.jsx)(t.li,{children:"Expose currently hidden options in the editor (detail maps, etc.)"}),"\n"]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"How do you see AR and 3D e-commerce evolve over the next few years?"})}),"\n",(0,i.jsx)(t.p,{children:"The possibilities are enormous. The question is when do people actually start using AR. It has been around for many years, lots of interesting solutions and demos have been built, but the real value of AR has not reached the masses yet."}),"\n",(0,i.jsx)(t.p,{children:"I think we are closing in on that though. Just the other day I was about to buy a new espresso coffee machine. One supplier had an AR model online in the e-store with which I could see that it looked good and covered my needs. With just one static USDZ file. It is such an easy way of helping your customer to make the right decision. Imagine how much value you add if you can see configured 3D models in AR and really see the potential of what you are about to buy."}),"\n",(0,i.jsx)(t.p,{children:"Next phase would be to configure and change your 3D model directly in AR-mode which would make the experience even stronger."}),"\n",(0,i.jsx)(t.p,{children:"As the graphics quality gets better and better online and the fashion industry keeps on digitizing their customer journey, AR will probably be the best and easiest way of trying on fashion products like bags, watches, jewelry and clothes. It will reduce faulty orders on a massive scale if you can do a virtual fitting before buying stuff online."}),"\n",(0,i.jsx)(t.p,{children:"Animech helps our customers to get what they want. Simply put: we empower people to make smart decisions through intelligent visualization."}),"\n",(0,i.jsx)(r(),{playing:!0,controls:!0,url:"/img/animech-cytiva.mp4"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Thank you, Staffan! Is there anything else you'd like to share?"})}),"\n",(0,i.jsxs)(t.p,{children:["You can visit ",(0,i.jsx)(t.a,{href:"https://www.animech.com/",children:"our website here"}),". You can also ",(0,i.jsx)(t.a,{href:"https://twitter.com/AnimechT",children:"follow us on Twitter"}),"! You can also check out our other projects here:"]}),"\n",(0,i.jsxs)(t.ul,{children:["\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"https://www.cytivalifesciences.com/apps/aktapilot600/index.html",children:"Life science marketing application Cytiva"})}),"\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"https://virtual-showroom.ewellix.com/",children:"Industry marketing application Ewellix"})}),"\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"https://www.inr.se/planera-badrum/planera-badrum-verktyg-3d/",children:"Bathroom configurator"})}),"\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"//configurator.wfi.se/",children:"Work bench configurator, WFI"})}),"\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"http://assa.aniconfigurator.com/",children:"Safe configurator, ASSA Abloy"})}),"\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"https://www.cibeslift.com/se/lift-configurator/",children:"Lift configurator, Cibes lift"})}),"\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"https://vaxthusguiden.willabgarden.se/",children:"Greenhouse configurator, Willab garden"})}),"\n"]})]})}function u(e={}){const{wrapper:t}={...(0,o.R)(),...e.components};return t?(0,i.jsx)(t,{...e,children:(0,i.jsx)(p,{...e})}):p(e)}},11988:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/files/developer-spotlight-animech-fjallraven-3dea2322aee3223000e6b7bb3273a5a0.jpg"},61046:(e,t,a)=>{a.d(t,{A:()=>n});const n=a.p+"assets/images/developer-spotlight-animech-fjallraven-3dea2322aee3223000e6b7bb3273a5a0.jpg"},1158:e=>{e.exports=JSON.parse('{"permalink":"/webar-experiences-developer-spotlight-with-animech","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2022-10-27-webar-experiences-developer-spotlight-with-animech.md","source":"@site/blog/2022-10-27-webar-experiences-developer-spotlight-with-animech.md","title":"Web AR Experiences - Developer Spotlight with Animech","description":"Welcome to the third instalment of Developer Spotlight, a series of blog articles where we talk to developers about how they use PlayCanvas and showcase the fantastic work they are doing on the Web.","date":"2022-10-27T00:00:00.000Z","tags":[{"inline":true,"label":"ar","permalink":"/tags/ar"},{"inline":true,"label":"webxr","permalink":"/tags/webxr"},{"inline":true,"label":"spotlight","permalink":"/tags/spotlight"}],"readingTime":6.44,"hasTruncateMarker":true,"authors":[{"name":"Paulo Oliveira","title":"Associate Partner Support Engineer","page":{"permalink":"/authors/paulo"},"socials":{"linkedin":"https://www.linkedin.com/in/paulo-oliveira-ninitoph/"},"imageURL":"https://media.licdn.com/dms/image/v2/C4D03AQGBCxiefbbUlw/profile-displayphoto-shrink_800_800/profile-displayphoto-shrink_800_800/0/1654615914498?e=1730332800&v=beta&t=430DvI8uuos5obx7BhhHBqhT5TnNTv3q91eOOg6diII","key":"paulo"}],"frontMatter":{"authors":"paulo","slug":"webar-experiences-developer-spotlight-with-animech","title":"Web AR Experiences - Developer Spotlight with Animech","tags":["ar","webxr","spotlight"]},"unlisted":false,"prevItem":{"title":"Porting Unreal Scenes to the Browser with PlayCanvas - Developer Spotlight with Leonidas Maliokas","permalink":"/porting-unreal-scenes-to-browser-with-playcanvas-developer-spotlight-with-leonidas-maliokas"},"nextItem":{"title":"glTF Viewer Arrives on Mobile with AR Support","permalink":"/gltf-viewer-arrives-on-mobile-with-ar-support"}}')}}]); \ No newline at end of file +"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[77309],{10947:(e,t,n)=>{n.r(t),n.d(t,{assets:()=>c,contentTitle:()=>h,default:()=>u,frontMatter:()=>l,metadata:()=>a,toc:()=>d});var a=n(1158),i=n(74848),o=n(28453),s=n(13554),r=n.n(s);const l={authors:"paulo",slug:"webar-experiences-developer-spotlight-with-animech",title:"Web AR Experiences - Developer Spotlight with Animech",tags:["ar","webxr","spotlight"]},h=void 0,c={authorsImageUrls:[void 0]},d=[];function p(e){const t={a:"a",em:"em",img:"img",li:"li",p:"p",strong:"strong",ul:"ul",...(0,o.R)(),...e.components};return(0,i.jsxs)(i.Fragment,{children:[(0,i.jsx)("div",{className:"iframe-container",children:(0,i.jsx)("iframe",{loading:"lazy",width:"560",height:"315",src:"https://www.youtube.com/embed/LLuB-2OpcFo",title:"YouTube video player",allow:"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture",allowfullscreen:!0})}),"\n",(0,i.jsx)(t.p,{children:"Welcome to the third instalment of Developer Spotlight, a series of blog articles where we talk to developers about how they use PlayCanvas and showcase the fantastic work they are doing on the Web."}),"\n",(0,i.jsxs)(t.p,{children:["Today we are excited to be joined by Staffan Hagberg, CMO of ",(0,i.jsx)(t.a,{href:"https://animech.com/en/",children:"Animech"}),"."]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Hi Staffan, welcome to Developer Spotlight! Tell us about yourself and Animech!"})}),"\n",(0,i.jsxs)(t.p,{children:[(0,i.jsx)(t.a,{href:"https://www.animech.com/en/",children:"Animech"})," was founded back in 2007, in the city of Uppsala, Sweden. With a mix of 3D artists, engineers, developers, and UI/UX experts, we have a team of 40 people and all the competence in-house. The studio started in the early days of real-time 3D. It was a mix of CAD engineers and developers who realized the power of visualization for selling complex products in the life sciences segment."]}),"\n",(0,i.jsx)(t.p,{children:"Since then, we have visualized pretty much anything you can think of online and offline. We\u2019ve worked in VR, AR, MR, phones, tablets, desktops, and pretty much any other device that has a browser. We have developed VR applications for cars, the first real-time 3D configurator in native WebGL ever developed, one of the world's first configurators for Oculus Rift Devkit and much more."}),"\n",(0,i.jsx)(t.p,{children:"We have also visualized experiences for hotel safes, medical instruments and lab products for 7 of the 10 largest life science companies, as well as built 3D converters from Unreal to glTF and a bunch of custom tools specially built for PlayCanvas."}),"\n",(0,i.jsxs)(t.p,{children:[(0,i.jsx)(t.a,{href:"https://www.animech.com/en/articles/3d-rendering-in-realtime",children:"Our core business is real-time 3D"}),". We push the boundaries every day trying to invent new ways of using 3D, where our solution makes the difference."]}),"\n",(0,i.jsx)(r(),{playing:!0,controls:!0,url:"/img/animech-bathroom.mp4"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsxs)(t.em,{children:[(0,i.jsx)(t.a,{href:"https://www.inr.se/planera-badrum/planera-badrum-verktyg-3d/",children:"Bathroom Planner"})," for Iconic Nordic Rooms"]})}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Why did Animech choose PlayCanvas?"})}),"\n",(0,i.jsx)(t.p,{children:"After an extensive search for a WebGL-based engine, we evaluated a few and selected PlayCanvas for its performance, out-of-the-box features, its extensibility and its valuable editor. Our customers expect the highest level of visual quality along with a smooth browsing experience - without the need for an app or plugins. PlayCanvas truly helps us deliver."}),"\n",(0,i.jsx)(t.p,{children:"As for our artists\u2019 perspective, they think it was (and still is) the most artist-friendly WebGL editor out there, with the added bonuses that it is open source, and supports many important features, such as PBR, tonemapping, render layers, etc."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Did your team face any initial challenges? How did you overcome them?"})}),"\n",(0,i.jsxs)(t.p,{children:["It's always challenging when customers have high quality ",(0,i.jsx)(t.em,{children:"and"})," performance expectations. Though, at the same time, that is what drives us. Being able to create stunning 3D experiences linked to real business value is a unique opportunity and challenge. Adding AR to that process helps you to stand out against competitors."]}),"\n",(0,i.jsx)(t.p,{children:"Our particular challenge was to dynamically create an AR model of a procedurally generated mesh as a generic function. Our solution was to create a SaaS service that can take of whatever 3D object you\u2019re looking at in PlayCanvas, and on the fly create AR models for both iOS and Android devices (ARKit or ARCore)."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"You\u2019ve built several Web AR experiences. Can you tell us a little about them and how important you think Web AR is today?"})}),"\n",(0,i.jsx)(t.p,{children:"We have been early adopters of both AR and VR, both as standalone applications and on the web. We believe it's important to use AR not as a gimmick, but as an application that provides real value for the user. For example, looking at how that greenhouse would look in your actual backyard or similar. In that sense, Web AR will get more and more important, both as something that stands out but also as something that provides value for users."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(11988).A+"",children:(0,i.jsx)(t.img,{src:n(61046).A+"",width:"2560",height:"1338"})})}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Why do you think that your clients want Web AR in their experiences?"})}),"\n",(0,i.jsx)(t.p,{children:"To offer something more to their customers - both in marketing value and actual value. To help users make smarter, more informed decisions."}),"\n",(0,i.jsx)(t.p,{children:"We have also developed our own web based 3D converter that takes our PlayCanvas 3D models to glTF and USD on the fly. It is a server side solution that takes everything we develop to AR."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"How is building a web experience different from a native experience?"})}),"\n",(0,i.jsx)(t.p,{children:"You must optimize for both loading time and performance. The application could be run on a wide range of devices \u2013 from several years old phones to high-end desktops."}),"\n",(0,i.jsx)(t.p,{children:"The application is accessible to a wider audience since they don\u2019t need to install anything."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"What are the team's favorite features of PlayCanvas?"})}),"\n",(0,i.jsx)(t.p,{children:"As a team consisting of both 3D artists and developers, PlayCanvas\u2019 online editor provides a fantastic way to collaborate, prepare and preview our projects before pairing the solution with a stunning web UI or deploying it as a standalone viewer."}),"\n",(0,i.jsx)(t.p,{children:"Our 3D artists also enjoy how the editor is robust and easy to use, and how its design promotes collaboration. Powerful material settings (per-texture UV and color channel, vertex colors, blend types, depth test/write, etc.), flexible texture compression and a fast response by the team when reporting bugs and requesting features are also great."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"What is on the feature wish list for PlayCanvas this year?"})}),"\n",(0,i.jsx)(t.p,{children:"As the future for 3D on the web continues to evolve, we are excited to see support for more accessible 3D formats, such as the glTF standard by the Khronos Group, which PlayCanvas are advocating for as well."}),"\n",(0,i.jsx)(t.p,{children:"Beyond this, here are some things we look forward to:"}),"\n",(0,i.jsxs)(t.ul,{children:["\n",(0,i.jsx)(t.li,{children:"Node-based shader editor"}),"\n",(0,i.jsx)(t.li,{children:"Support for editor extensions"}),"\n",(0,i.jsx)(t.li,{children:"Post processing (HDR bloom, chromatic aberration, SSAO, motion blur, color grading, eye adaption, etc.)"}),"\n",(0,i.jsx)(t.li,{children:"More customizable asset import options"}),"\n",(0,i.jsx)(t.li,{children:"Reflection probes"}),"\n",(0,i.jsx)(t.li,{children:"Material instances (see Unreal Engine)"}),"\n",(0,i.jsx)(t.li,{children:"Debug visualization (see Unreal Engine\u2019s View Modes)"}),"\n",(0,i.jsx)(t.li,{children:"Expose currently hidden options in the editor (detail maps, etc.)"}),"\n"]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"How do you see AR and 3D e-commerce evolve over the next few years?"})}),"\n",(0,i.jsx)(t.p,{children:"The possibilities are enormous. The question is when do people actually start using AR. It has been around for many years, lots of interesting solutions and demos have been built, but the real value of AR has not reached the masses yet."}),"\n",(0,i.jsx)(t.p,{children:"I think we are closing in on that though. Just the other day I was about to buy a new espresso coffee machine. One supplier had an AR model online in the e-store with which I could see that it looked good and covered my needs. With just one static USDZ file. It is such an easy way of helping your customer to make the right decision. Imagine how much value you add if you can see configured 3D models in AR and really see the potential of what you are about to buy."}),"\n",(0,i.jsx)(t.p,{children:"Next phase would be to configure and change your 3D model directly in AR-mode which would make the experience even stronger."}),"\n",(0,i.jsx)(t.p,{children:"As the graphics quality gets better and better online and the fashion industry keeps on digitizing their customer journey, AR will probably be the best and easiest way of trying on fashion products like bags, watches, jewelry and clothes. It will reduce faulty orders on a massive scale if you can do a virtual fitting before buying stuff online."}),"\n",(0,i.jsx)(t.p,{children:"Animech helps our customers to get what they want. Simply put: we empower people to make smart decisions through intelligent visualization."}),"\n",(0,i.jsx)(r(),{playing:!0,controls:!0,url:"/img/animech-cytiva.mp4"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Thank you, Staffan! Is there anything else you'd like to share?"})}),"\n",(0,i.jsxs)(t.p,{children:["You can visit ",(0,i.jsx)(t.a,{href:"https://www.animech.com/",children:"our website here"}),". You can also ",(0,i.jsx)(t.a,{href:"https://twitter.com/AnimechT",children:"follow us on Twitter"}),"! You can also check out our other projects here:"]}),"\n",(0,i.jsxs)(t.ul,{children:["\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"https://www.cytivalifesciences.com/apps/aktapilot600/index.html",children:"Life science marketing application Cytiva"})}),"\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"https://virtual-showroom.ewellix.com/",children:"Industry marketing application Ewellix"})}),"\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"https://www.inr.se/planera-badrum/planera-badrum-verktyg-3d/",children:"Bathroom configurator"})}),"\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"//configurator.wfi.se/",children:"Work bench configurator, WFI"})}),"\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"http://assa.aniconfigurator.com/",children:"Safe configurator, ASSA Abloy"})}),"\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"https://www.cibeslift.com/se/lift-configurator/",children:"Lift configurator, Cibes lift"})}),"\n",(0,i.jsx)(t.li,{children:(0,i.jsx)(t.a,{href:"https://vaxthusguiden.willabgarden.se/",children:"Greenhouse configurator, Willab garden"})}),"\n"]})]})}function u(e={}){const{wrapper:t}={...(0,o.R)(),...e.components};return t?(0,i.jsx)(t,{...e,children:(0,i.jsx)(p,{...e})}):p(e)}},11988:(e,t,n)=>{n.d(t,{A:()=>a});const a=n.p+"assets/files/developer-spotlight-animech-fjallraven-3dea2322aee3223000e6b7bb3273a5a0.jpg"},61046:(e,t,n)=>{n.d(t,{A:()=>a});const a=n.p+"assets/images/developer-spotlight-animech-fjallraven-3dea2322aee3223000e6b7bb3273a5a0.jpg"},1158:e=>{e.exports=JSON.parse('{"permalink":"/webar-experiences-developer-spotlight-with-animech","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2022-10-27-webar-experiences-developer-spotlight-with-animech.md","source":"@site/blog/2022-10-27-webar-experiences-developer-spotlight-with-animech.md","title":"Web AR Experiences - Developer Spotlight with Animech","description":"Welcome to the third instalment of Developer Spotlight, a series of blog articles where we talk to developers about how they use PlayCanvas and showcase the fantastic work they are doing on the Web.","date":"2022-10-27T00:00:00.000Z","tags":[{"inline":true,"label":"ar","permalink":"/tags/ar"},{"inline":true,"label":"webxr","permalink":"/tags/webxr"},{"inline":true,"label":"spotlight","permalink":"/tags/spotlight"}],"readingTime":6.44,"hasTruncateMarker":true,"authors":[{"name":"Paulo Oliveira","title":"Associate Partner Support Engineer","page":{"permalink":"/authors/paulo"},"socials":{"linkedin":"https://www.linkedin.com/in/paulo-oliveira-ninitoph/"},"key":"paulo"}],"frontMatter":{"authors":"paulo","slug":"webar-experiences-developer-spotlight-with-animech","title":"Web AR Experiences - Developer Spotlight with Animech","tags":["ar","webxr","spotlight"]},"unlisted":false,"prevItem":{"title":"Porting Unreal Scenes to the Browser with PlayCanvas - Developer Spotlight with Leonidas Maliokas","permalink":"/porting-unreal-scenes-to-browser-with-playcanvas-developer-spotlight-with-leonidas-maliokas"},"nextItem":{"title":"glTF Viewer Arrives on Mobile with AR Support","permalink":"/gltf-viewer-arrives-on-mobile-with-ar-support"}}')}}]); \ No newline at end of file diff --git a/assets/js/51643f30.8ed52a71.js b/assets/js/51643f30.2db8fe58.js similarity index 91% rename from assets/js/51643f30.8ed52a71.js rename to assets/js/51643f30.2db8fe58.js index 26e656b34..a765c8c2f 100644 --- a/assets/js/51643f30.8ed52a71.js +++ b/assets/js/51643f30.2db8fe58.js @@ -1 +1 @@ -"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[59409],{48820:(e,t,n)=>{n.r(t),n.d(t,{assets:()=>l,contentTitle:()=>s,default:()=>d,frontMatter:()=>r,metadata:()=>o,toc:()=>h});var o=n(35999),i=n(74848),a=n(28453);const r={authors:"christy",slug:"meet-the-playcanvas-team-will-eastcott",title:"Meet the PlayCanvas team: Will Eastcott",tags:["team"]},s=void 0,l={authorsImageUrls:[void 0]},h=[{value:"The Quick-fire Round (this is where things get a little interesting)",id:"the-quick-fire-round-this-is-where-things-get-a-little-interesting",level:4}];function c(e){const t={a:"a",blockquote:"blockquote",h4:"h4",img:"img",p:"p",strong:"strong",...(0,a.R)(),...e.components};return(0,i.jsxs)(i.Fragment,{children:[(0,i.jsx)(t.p,{children:"Our recent commitment to open sourcing is not the only thing we at PlayCanvas are open about. To help get in touch with our community, we are starting a series of posts about the people behind PlayCanvas. From the informative down to the outright silly, step deeper into our world."}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.img,{alt:"Will",src:n(94243).A+"",width:"640",height:"427"})}),"\n",(0,i.jsxs)(t.blockquote,{children:["\n",(0,i.jsx)(t.p,{children:'"I wanted to work at Marvel Comics when I was 18 but my coding skills won out which is probably for the best!"'}),"\n"]}),"\n",(0,i.jsx)(t.p,{children:"First up is Will, our CEO and co-founder, from everyone's favorite sleepy little town Bedford, England!"}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"How did you get into the video games industry?"})}),"\n",(0,i.jsxs)(t.p,{children:["I never intended to get into making games. During my time at Imperial College in London where I studied Computing, I had to do a 6 month industrial placement. I joined a VR company that's still around today in the form of\xa0",(0,i.jsx)(t.a,{href:"https://www.virtalis.com/",children:"Virtalis"}),". But being the late 90s, the technology was underwhelming and I wanted to be back near to London, so I took an interview at Criterion Software where I started out as an engineer developing RenderWare. If you haven't heard of RenderWare before, it powered hundreds of PS2 titles (including the GTA series). I think it's fair to say, I learned a lot working with such awesome teams."]}),"\n",(0,i.jsx)(t.p,{children:(0,i.jsx)(t.strong,{children:"Can you briefly describe your role at PlayCanvas?"})}),"\n",(0,i.jsx)(t.p,{children:"I'm CEO. I'm a technical guy, so although I don't do much coding myself these days, I know enough to keep the coding team on their toes. I spend most of my time dealing with the mechanics of running the business and promoting what we're doing out to the wider world. 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There really has never been a better time to join us! So without further ado, here\u2019s a look back at PlayCanvas and the Games industry in 2014 and glance ahead into the new year."}),"\n",(0,s.jsx)(a.h2,{id:"features",children:"Features"}),"\n",(0,s.jsx)(a.p,{children:(0,s.jsx)(a.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(92199).A+"",children:(0,s.jsx)(a.img,{alt:"SWOOOP background",src:n(70173).A+"",width:"800",height:"353"})})}),"\n",(0,s.jsx)(a.h3,{id:"open-source",children:"Open-source"}),"\n",(0,s.jsxs)(a.p,{children:["The entire runtime engine is available right now on ",(0,s.jsx)(a.a,{href:"https://github.com/playcanvas/engine",children:"GitHub"})," under the lovely ",(0,s.jsx)(a.a,{href:"https://opensource.org/license/mit/",children:"MIT license"}),". Which means you can download it, fork it, and generally use it for anything you like."]}),"\n",(0,s.jsx)(a.h3,{id:"asset-store",children:"Asset Store"}),"\n",(0,s.jsxs)(a.p,{children:["We recently announced the PlayCanvas Asset Store, which is a huge deal for us. As the PlayCanvas Store grows we should hope to see thousands of game ready assets become available to our community. Try the beta for free at ",(0,s.jsx)(a.a,{href:"https://store.playcanvas.com/",children:"https://store.playcanvas.com/"}),"."]}),"\n",(0,s.jsx)(a.h3,{id:"physically-based-rendering",children:"Physically Based Rendering"}),"\n",(0,s.jsx)(a.p,{children:"Up until now PBR has only been available in the domain of AAA console and PC gaming. We\u2019re excited to announce that PBR is coming to PlayCanvas."}),"\n",(0,s.jsx)(a.p,{children:"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."}),"\n",(0,s.jsxs)(a.p,{children:[(0,s.jsx)(a.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(89192).A+"",children:(0,s.jsx)(a.img,{alt:"Star Lord Fan art using PBR in PlayCanvas",src:n(57902).A+"",width:"720",height:"373"})}),(0,s.jsx)(a.br,{}),"\n",(0,s.jsx)(a.em,{children:"Star Lord Fan art using PBR in PlayCanvas"})]}),"\n",(0,s.jsx)(a.h3,{id:"complete-website-redesign",children:"Complete Website Redesign"}),"\n",(0,s.jsx)(a.p,{children:"Over the past year we have also been busy redesigning our virtual home, playcanvas.com. We\u2019ve focused on increasing the speed of browsing on the site and functionality. Now it\u2019s fast and intuitive to use, giving you more time to work on your game!"}),"\n",(0,s.jsx)(a.h3,{id:"devlogs",children:"DevLogs"}),"\n",(0,s.jsx)(a.p,{children:"Every PlayCanvas project now has a DevLog. Think of the DevLog as part commit message, part blog and part twitter stream. Use it to let other people know what you\u2019ve been working on."}),"\n",(0,s.jsx)(a.h3,{id:"watch-and-star-projects",children:"Watch and Star Projects"}),"\n",(0,s.jsx)(a.p,{children:"Watching a project shows your interest, and your news feed will feature updates from any watched projects. With Starring you won\u2019t receive any information, but it just tells the project owner that you think it\u2019s cool."}),"\n",(0,s.jsx)(a.h3,{id:"particle-system",children:"Particle System"}),"\n",(0,s.jsx)(a.p,{children:"The particle component is our newest engine component type. Our new particle system runs on the GPU for blazing performance on all devices including mobiles. It's all packaged up into an artist friendly editor panel where you can modify the curves to create the exact effect you want. From explosions and smoke to magical effects."}),"\n",(0,s.jsx)(a.h3,{id:"ios-export",children:"iOS Export"}),"\n",(0,s.jsx)(a.p,{children:"It\u2019s just one click to get a XCode project which is easy to build into a iPhone application. This feature allows our Pro Account holders to make their projects as viral and shareable as they are fun to play."}),"\n",(0,s.jsx)(a.h3,{id:"material-editing",children:"Material Editing"}),"\n",(0,s.jsx)(a.p,{children:"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."}),"\n",(0,s.jsx)(a.h3,{id:"swooop",children:"SWOOOP"}),"\n",(0,s.jsx)(a.p,{children:"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."}),"\n",(0,s.jsxs)(a.p,{children:[(0,s.jsx)(a.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(50556).A+"",children:(0,s.jsx)(a.img,{alt:"SWOOOP in Designer",src:n(4586).A+"",width:"575",height:"386"})}),(0,s.jsx)(a.br,{}),"\n",(0,s.jsx)(a.em,{children:"The SWOOOP project is open to everyone"})]}),"\n",(0,s.jsx)(a.h3,{id:"tanx",children:"TANX"}),"\n",(0,s.jsx)(a.p,{children:"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."}),"\n",(0,s.jsx)(a.h3,{id:"playhack",children:"PLAYHACK"}),"\n",(0,s.jsx)(a.p,{children:"Towards the end of this year we started our own game jam, the PLAYHACK. Running the competition monthly, we provide you the model, you make a game with it and our favorite is featured on the PlayCanvas site."}),"\n",(0,s.jsx)(a.h2,{id:"things-to-look-forward-to-in-2015",children:"Things to look forward to in 2015"}),"\n",(0,s.jsx)(a.h3,{id:"physically-based-rendering-workflow",children:"Physically-Based Rendering Workflow"}),"\n",(0,s.jsx)(a.p,{children:"As we progress the new PBR feature in the PlayCanvas Engine, making visually stunning games with 'AAA grade' graphics will become easier than ever before. Pretty exciting stuff!"}),"\n",(0,s.jsx)(a.h3,{id:"massive-editor-improvements",children:"Massive Editor Improvements"}),"\n",(0,s.jsx)(a.p,{children:"We have a lot planned with regards to the Editor, so stay tuned. If PlayCanvas wasn't your favorite engine before it will be next year."}),"\n",(0,s.jsx)(a.h3,{id:"enhanced-store",children:"Enhanced Store"}),"\n",(0,s.jsx)(a.p,{children:"Though the current iteration of the PlayCanvas Store only has around 40 models, soon\xa0we\u2019ll be giving all of our PlayCanvas users the chance to become vendors, opening up their assets to over 20,000 PlayCanvas game developers. In time, the PlayCanvas Store will be a fully functioning marketplace for the PlayCanvas Community."}),"\n",(0,s.jsx)(a.h2,{id:"what-do-you-want-to-see",children:"What Do You Want To See?"})]})}function c(e={}){const{wrapper:a}={...(0,i.R)(),...e.components};return a?(0,s.jsx)(a,{...e,children:(0,s.jsx)(h,{...e})}):h(e)}},92199:(e,a,n)=>{n.d(a,{A:()=>t});const t=n.p+"assets/files/background-small-f9d65562d797bed028c08782805a6eee.png"},50556:(e,a,n)=>{n.d(a,{A:()=>t});const t=n.p+"assets/files/designer-swooop-1e6b4e26b7015128a6a4cb981c26358f.png"},89192:(e,a,n)=>{n.d(a,{A:()=>t});const t=n.p+"assets/files/shadingComparison2-50d75da523c38f7f5467f2f84307f8d8.jpg"},70173:(e,a,n)=>{n.d(a,{A:()=>t});const t=n.p+"assets/images/background-small-f9d65562d797bed028c08782805a6eee.png"},4586:(e,a,n)=>{n.d(a,{A:()=>t});const t=n.p+"assets/images/designer-swooop-1e6b4e26b7015128a6a4cb981c26358f.png"},57902:(e,a,n)=>{n.d(a,{A:()=>t});const t=n.p+"assets/images/shadingComparison2-50d75da523c38f7f5467f2f84307f8d8.jpg"},28453:(e,a,n)=>{n.d(a,{R:()=>o,x:()=>r});var t=n(96540);const s={},i=t.createContext(s);function o(e){const a=t.useContext(i);return t.useMemo((function(){return"function"==typeof e?e(a):{...a,...e}}),[a,e])}function r(e){let a;return a=e.disableParentContext?"function"==typeof e.components?e.components(s):e.components||s:o(e.components),t.createElement(i.Provider,{value:a},e.children)}},63376:e=>{e.exports=JSON.parse('{"permalink":"/playcanvas-in-2014-a-year-in-review","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2014-12-22-playcanvas-in-2014-a-year-in-review.md","source":"@site/blog/2014-12-22-playcanvas-in-2014-a-year-in-review.md","title":"PlayCanvas in 2014: A Year In Review","description":"In 2011, PlayCanvas started its journey as the world\'s first cloud-hosted game development platform, and over three years later we\u2019re still giving you the next generation toolset to build, share and play video games.","date":"2014-12-22T00:00:00.000Z","tags":[],"readingTime":4.04,"hasTruncateMarker":true,"authors":[{"name":"Christy O\'Connor","title":"Community Manager","page":{"permalink":"/authors/christy"},"socials":{"x":"https://x.com/christy_oconnor","linkedin":"https://www.linkedin.com/in/christy-o-connor-76aa2239/"},"imageURL":"https://media.licdn.com/dms/image/v2/C4D03AQFn6GYclP_OEg/profile-displayphoto-shrink_800_800/profile-displayphoto-shrink_800_800/0/1613509676962?e=1730332800&v=beta&t=0sYsgQcijA_JtsZ2TtzsWXtjQfF7zvN5pW3N0EeHBpc","key":"christy"}],"frontMatter":{"authors":"christy","slug":"playcanvas-in-2014-a-year-in-review","title":"PlayCanvas in 2014: A Year In Review"},"unlisted":false,"prevItem":{"title":"PLAYHACK - We challenge you to a jewel!","permalink":"/playhack-we-challenge-you-to-a-jewel"},"nextItem":{"title":"PLAYHACK December - Collecting Presents","permalink":"/playhack-december-collecting-presents"}}')}}]); \ No newline at end of file +"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[20375],{75202:(e,a,n)=>{n.r(a),n.d(a,{assets:()=>l,contentTitle:()=>r,default:()=>c,frontMatter:()=>o,metadata:()=>t,toc:()=>d});var t=n(63376),s=n(74848),i=n(28453);const o={authors:"christy",slug:"playcanvas-in-2014-a-year-in-review",title:"PlayCanvas in 2014: A Year In Review"},r=void 0,l={authorsImageUrls:[void 0]},d=[{value:"Features",id:"features",level:2},{value:"Open-source",id:"open-source",level:3},{value:"Asset Store",id:"asset-store",level:3},{value:"Physically Based Rendering",id:"physically-based-rendering",level:3},{value:"Complete Website Redesign",id:"complete-website-redesign",level:3},{value:"DevLogs",id:"devlogs",level:3},{value:"Watch and Star Projects",id:"watch-and-star-projects",level:3},{value:"Particle System",id:"particle-system",level:3},{value:"iOS Export",id:"ios-export",level:3},{value:"Material Editing",id:"material-editing",level:3},{value:"SWOOOP",id:"swooop",level:3},{value:"TANX",id:"tanx",level:3},{value:"PLAYHACK",id:"playhack",level:3},{value:"Things to look forward to in 2015",id:"things-to-look-forward-to-in-2015",level:2},{value:"Physically-Based Rendering Workflow",id:"physically-based-rendering-workflow",level:3},{value:"Massive Editor Improvements",id:"massive-editor-improvements",level:3},{value:"Enhanced Store",id:"enhanced-store",level:3},{value:"What Do You Want To See?",id:"what-do-you-want-to-see",level:2}];function h(e){const a={a:"a",br:"br",em:"em",h2:"h2",h3:"h3",img:"img",p:"p",strong:"strong",...(0,i.R)(),...e.components};return(0,s.jsxs)(s.Fragment,{children:[(0,s.jsx)(a.p,{children:(0,s.jsx)(a.strong,{children:"In 2011, PlayCanvas started its journey as the world's first cloud-hosted game development platform, and over three years later we\u2019re still giving you the next generation toolset to build, share and play video games."})}),"\n",(0,s.jsx)(a.p,{children:"In 2014 our community has grown from roughly 2,000 to over 20,000 users and there has been over 2,000,000 views of PlayCanvas projects. There really has never been a better time to join us! So without further ado, here\u2019s a look back at PlayCanvas and the Games industry in 2014 and glance ahead into the new year."}),"\n",(0,s.jsx)(a.h2,{id:"features",children:"Features"}),"\n",(0,s.jsx)(a.p,{children:(0,s.jsx)(a.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(92199).A+"",children:(0,s.jsx)(a.img,{alt:"SWOOOP background",src:n(70173).A+"",width:"800",height:"353"})})}),"\n",(0,s.jsx)(a.h3,{id:"open-source",children:"Open-source"}),"\n",(0,s.jsxs)(a.p,{children:["The entire runtime engine is available right now on ",(0,s.jsx)(a.a,{href:"https://github.com/playcanvas/engine",children:"GitHub"})," under the lovely ",(0,s.jsx)(a.a,{href:"https://opensource.org/license/mit/",children:"MIT license"}),". Which means you can download it, fork it, and generally use it for anything you like."]}),"\n",(0,s.jsx)(a.h3,{id:"asset-store",children:"Asset Store"}),"\n",(0,s.jsxs)(a.p,{children:["We recently announced the PlayCanvas Asset Store, which is a huge deal for us. As the PlayCanvas Store grows we should hope to see thousands of game ready assets become available to our community. Try the beta for free at ",(0,s.jsx)(a.a,{href:"https://store.playcanvas.com/",children:"https://store.playcanvas.com/"}),"."]}),"\n",(0,s.jsx)(a.h3,{id:"physically-based-rendering",children:"Physically Based Rendering"}),"\n",(0,s.jsx)(a.p,{children:"Up until now PBR has only been available in the domain of AAA console and PC gaming. We\u2019re excited to announce that PBR is coming to PlayCanvas."}),"\n",(0,s.jsx)(a.p,{children:"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. 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Think of the DevLog as part commit message, part blog and part twitter stream. Use it to let other people know what you\u2019ve been working on."}),"\n",(0,s.jsx)(a.h3,{id:"watch-and-star-projects",children:"Watch and Star Projects"}),"\n",(0,s.jsx)(a.p,{children:"Watching a project shows your interest, and your news feed will feature updates from any watched projects. With Starring you won\u2019t receive any information, but it just tells the project owner that you think it\u2019s cool."}),"\n",(0,s.jsx)(a.h3,{id:"particle-system",children:"Particle System"}),"\n",(0,s.jsx)(a.p,{children:"The particle component is our newest engine component type. Our new particle system runs on the GPU for blazing performance on all devices including mobiles. It's all packaged up into an artist friendly editor panel where you can modify the curves to create the exact effect you want. From explosions and smoke to magical effects."}),"\n",(0,s.jsx)(a.h3,{id:"ios-export",children:"iOS Export"}),"\n",(0,s.jsx)(a.p,{children:"It\u2019s just one click to get a XCode project which is easy to build into a iPhone application. This feature allows our Pro Account holders to make their projects as viral and shareable as they are fun to play."}),"\n",(0,s.jsx)(a.h3,{id:"material-editing",children:"Material Editing"}),"\n",(0,s.jsx)(a.p,{children:"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."}),"\n",(0,s.jsx)(a.h3,{id:"swooop",children:"SWOOOP"}),"\n",(0,s.jsx)(a.p,{children:"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."}),"\n",(0,s.jsxs)(a.p,{children:[(0,s.jsx)(a.a,{target:"_blank","data-noBrokenLinkCheck":!0,href:n(50556).A+"",children:(0,s.jsx)(a.img,{alt:"SWOOOP in Designer",src:n(4586).A+"",width:"575",height:"386"})}),(0,s.jsx)(a.br,{}),"\n",(0,s.jsx)(a.em,{children:"The SWOOOP project is open to everyone"})]}),"\n",(0,s.jsx)(a.h3,{id:"tanx",children:"TANX"}),"\n",(0,s.jsx)(a.p,{children:"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."}),"\n",(0,s.jsx)(a.h3,{id:"playhack",children:"PLAYHACK"}),"\n",(0,s.jsx)(a.p,{children:"Towards the end of this year we started our own game jam, the PLAYHACK. Running the competition monthly, we provide you the model, you make a game with it and our favorite is featured on the PlayCanvas site."}),"\n",(0,s.jsx)(a.h2,{id:"things-to-look-forward-to-in-2015",children:"Things to look forward to in 2015"}),"\n",(0,s.jsx)(a.h3,{id:"physically-based-rendering-workflow",children:"Physically-Based Rendering Workflow"}),"\n",(0,s.jsx)(a.p,{children:"As we progress the new PBR feature in the PlayCanvas Engine, making visually stunning games with 'AAA grade' graphics will become easier than ever before. Pretty exciting stuff!"}),"\n",(0,s.jsx)(a.h3,{id:"massive-editor-improvements",children:"Massive Editor Improvements"}),"\n",(0,s.jsx)(a.p,{children:"We have a lot planned with regards to the Editor, so stay tuned. 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In time, the PlayCanvas Store will be a fully functioning marketplace for the PlayCanvas Community."}),"\n",(0,s.jsx)(a.h2,{id:"what-do-you-want-to-see",children:"What Do You Want To See?"})]})}function c(e={}){const{wrapper:a}={...(0,i.R)(),...e.components};return a?(0,s.jsx)(a,{...e,children:(0,s.jsx)(h,{...e})}):h(e)}},92199:(e,a,n)=>{n.d(a,{A:()=>t});const t=n.p+"assets/files/background-small-f9d65562d797bed028c08782805a6eee.png"},50556:(e,a,n)=>{n.d(a,{A:()=>t});const t=n.p+"assets/files/designer-swooop-1e6b4e26b7015128a6a4cb981c26358f.png"},89192:(e,a,n)=>{n.d(a,{A:()=>t});const t=n.p+"assets/files/shadingComparison2-50d75da523c38f7f5467f2f84307f8d8.jpg"},70173:(e,a,n)=>{n.d(a,{A:()=>t});const t=n.p+"assets/images/background-small-f9d65562d797bed028c08782805a6eee.png"},4586:(e,a,n)=>{n.d(a,{A:()=>t});const t=n.p+"assets/images/designer-swooop-1e6b4e26b7015128a6a4cb981c26358f.png"},57902:(e,a,n)=>{n.d(a,{A:()=>t});const t=n.p+"assets/images/shadingComparison2-50d75da523c38f7f5467f2f84307f8d8.jpg"},28453:(e,a,n)=>{n.d(a,{R:()=>o,x:()=>r});var t=n(96540);const s={},i=t.createContext(s);function o(e){const a=t.useContext(i);return t.useMemo((function(){return"function"==typeof e?e(a):{...a,...e}}),[a,e])}function r(e){let a;return a=e.disableParentContext?"function"==typeof e.components?e.components(s):e.components||s:o(e.components),t.createElement(i.Provider,{value:a},e.children)}},63376:e=>{e.exports=JSON.parse('{"permalink":"/playcanvas-in-2014-a-year-in-review","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2014-12-22-playcanvas-in-2014-a-year-in-review.md","source":"@site/blog/2014-12-22-playcanvas-in-2014-a-year-in-review.md","title":"PlayCanvas in 2014: A Year In Review","description":"In 2011, PlayCanvas started its journey as the world\'s first cloud-hosted game development platform, and over three years later we\u2019re still giving you the next generation toolset to build, share and play video games.","date":"2014-12-22T00:00:00.000Z","tags":[],"readingTime":4.04,"hasTruncateMarker":true,"authors":[{"name":"Christy O\'Connor","title":"Community Manager","page":{"permalink":"/authors/christy"},"socials":{"x":"https://x.com/christy_oconnor","linkedin":"https://www.linkedin.com/in/christy-o-connor-76aa2239/"},"key":"christy"}],"frontMatter":{"authors":"christy","slug":"playcanvas-in-2014-a-year-in-review","title":"PlayCanvas in 2014: A Year In Review"},"unlisted":false,"prevItem":{"title":"PLAYHACK - We challenge you to a jewel!","permalink":"/playhack-we-challenge-you-to-a-jewel"},"nextItem":{"title":"PLAYHACK December - Collecting Presents","permalink":"/playhack-december-collecting-presents"}}')}}]); \ No newline at end of file diff --git a/assets/js/58ac53e0.0a1f0394.js b/assets/js/58ac53e0.cdd7e586.js similarity index 70% rename from assets/js/58ac53e0.0a1f0394.js rename to assets/js/58ac53e0.cdd7e586.js index 0a84a8b0d..67d74ea47 100644 --- a/assets/js/58ac53e0.0a1f0394.js +++ b/assets/js/58ac53e0.cdd7e586.js @@ -1 +1 @@ -"use strict";(self.webpackChunk_playcanvas_blog=self.webpackChunk_playcanvas_blog||[]).push([[3603],{79057:(e,t,a)=>{a.r(t),a.d(t,{assets:()=>l,contentTitle:()=>o,default:()=>h,frontMatter:()=>r,metadata:()=>n,toc:()=>u});var n=a(99161),i=a(74848),s=a(28453);const r={authors:"christy",slug:"virtual-reality-and-the-future-of-web-based-gaming",title:"Virtual Reality and the future of Web Based Gaming",tags:["oculus","vr"]},o=void 0,l={authorsImageUrls:[void 0]},u=[];function c(e){const t={a:"a",img:"img",p:"p",...(0,s.R)(),...e.components};return(0,i.jsxs)(i.Fragment,{children:[(0,i.jsxs)(t.p,{children:["On Thursday 19th of June we will be ",(0,i.jsx)(t.a,{href:"https://www.meetup.com/London-Indie-Game-Developers/events/185608412/",children:"showcasing"})," some of our recent work with the amazing and exciting Oculus Rift Development Kit. 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We are bubbling with excitement to announce the release of version 2.0.0!\\n\\n\x3c!-- truncate --\x3e\\n\\nFor the full details, visit our GitHub:\\n\\n[**RELEASE NOTES**](https://github.com/playcanvas/engine/releases/tag/v2.0.0)\\n\\nIt\'s not every day we do a major version bump of the Engine. Let\'s take a walk down memory lane to see how we got here:\\n\\n* October 2010: Coding of the Engine begins!\\n* 24 October 2011: [Engine migrated to GitHub](https://github.com/playcanvas/engine/commit/e5bf014e738d5bfc92ece1d6c0f50ad71bf4dd90)\\n* 4 June 2014: [Engine goes open source](https://blog.playcanvas.com/playcanvas-goes-open-source/)\\n* 24 April 2018: [Engine hits 1.0.0](https://blog.playcanvas.com/playcanvas-engine-reaches-1-0-0/)\\n\\nBack in 2018, the Engine was bumped to 1.0.0 because we adhere to [semantic versioning](https://semver.org/) which dictates:\\n\\n> If your software is being used in production, it should probably already be 1.0.0. If you have a stable API on which users have come to depend, you should be 1.0.0. If you\u2019re worrying a lot about backward compatibility, you should probably already be 1.0.0.\\n\\nWith hindsight, the Engine should probably have reached 1.0.0 some years before. It had long been stable and was already being used heavily in production!\\n\\n### Why Bump to 2.0.0\\n\\nSemantic versioning says that you perform a major version bump when you introduce breaking changes. To say we go out of our way to avoid introducing breaking changes in an understatement. But since 1.0.0, we had done 73 minor versions along with countless patch releases. Along the way, the Engine accumulated a considerable amount of \\"cruft\\".\\n\\n:::info[cruft _noun_ `INFORMAL - COMPUTING`]\\n\\nbadly designed, unnecessarily complicated, or unwanted code or software.\\n\\n:::\\n\\nIt was getting to the point where parts of the codebase were restricting our ability to advance the Engine\'s capabilities. And so, we took to the decision to do a spring clean. \ud83e\uddf9 Here are some highlights of what we removed:\\n\\n* **WebGL 1 support.** This is the big one. Today, devices that support WebGL 1 but not WebGL 2 is less than 2% and this number is only going to get smaller. And supporting WebGL 1 was making it extraordinarily difficult to construct the foundations we needed in order to support WebGPU. Cheerio, WebGL 1 - it\'s been fun! \ud83d\udc4b\\n* **Scripts 1.0 support.** The very first `ScriptComponent` implementation was deprecated with the introduction of [Scripts 2.0](https://blog.playcanvas.com/playcanvas-scripts-2-0/) back in 2016. So after 8 years of deprecation, it\'s gone! We are now focused on delivering our new ESM-based scripting system, due soon.\\n* **AudioSourceComponent.** This component was the precursor to the Engine\'s [`SoundComponent`](https://api.playcanvas.com/classes/Engine.SoundComponent.html). `AudioSourceComponent` has been deprecated for many years so it\'s time for it to go.\\n* **...and several other public API symbols.** What we are left with is a cleaner, tighter codebase that can power us into the future!\\n\\n### What if my Project Breaks\\n\\nNever fear! Today\'s release is more relevant to \'Engine-only\' users who pull the engine from [NPM](https://www.npmjs.com/package/playcanvas). At a time of their choosing, these developers can upgrade to 2.0.0 and give it a try. The vast majority of projects will update without modification.\\n\\nEditor users will gain access to Engine 2.0.0 in the coming weeks. At that point, moving to 2.0.0 will be _opt in_ for existing projects. We plan to support the last Engine 1.x release in the Editor for at least a year after Engine 2 becomes available. This should be plenty of time for developers to migrate. New projects will automatically use 2.0.0. We will release more information about the transition for Editor users in the coming weeks.\\n\\nIn the meantime, we ask NPM users to try Engine 2.0.0 and give us your feedback as soon as you can. We hope you like it! Head over to the [Forum](https://forum.playcanvas.com/), [Discord](https://discord.gg/RSaMRzg) or [GitHub](https://github.com/playcanvas/engine) to have your say. :ear:\\n\\n### What\'s New\\n\\nThe 2.0.0 release isn\'t just about breaking changes! We have some exciting features to announce by way of some brand new Engine examples:\\n\\n![Engine 2 Examples](/img/engine2-examples.png)\\n\\nCheck \'em out:\\n\\n* [Custom Shaders: Cross Hatching](https://playcanvas.vercel.app/#/graphics/shader-hatch)\\n* [Custom Shaders: Used with Skinning and Instancing](https://playcanvas.vercel.app/#/graphics/instancing-gooch)\\n* [Screen Space Ambient Occlusion](https://playcanvas.vercel.app/#/graphics/ambient-occlusion)\\n* [Hardware Instancing](https://playcanvas.vercel.app/#/graphics/instancing-custom)\\n* [glTF Hardware Instancing Extension](https://playcanvas.vercel.app/#/graphics/instancing-glb)\\n\\n### Thanking the Open Source Community\\n\\nWe _could not_ have reached this point without the amazing open source community:\\n\\n![GitHub Contributors](/img/engine-contributors.svg)\\n\\nThank you for your incredible contributions. \ud83d\ude4f"},{"id":"create-3d-gaussian-splat-apps-with-the-playcanvas-editor","metadata":{"permalink":"/create-3d-gaussian-splat-apps-with-the-playcanvas-editor","editUrl":"https://github.com/playcanvas/blog/tree/main/blog/2024-06-05-create-3d-gaussian-splat-apps-with-the-playcanvas-editor.md","source":"@site/blog/2024-06-05-create-3d-gaussian-splat-apps-with-the-playcanvas-editor.md","title":"Create 3D Gaussian Splat Apps with the PlayCanvas Editor","description":"CLICK HERE to open in a new tab. Credits: Splats scanned at the V&A Museum. HDRI from Poly Haven.","date":"2024-06-05T00:00:00.000Z","tags":[{"inline":true,"label":"gaussian-splats","permalink":"/tags/gaussian-splats"},{"inline":true,"label":"supersplat","permalink":"/tags/supersplat"}],"readingTime":2.6,"hasTruncateMarker":true,"authors":[{"name":"Will Eastcott","title":"CEO","description":"Will Eastcott is an entrepreneur and veteran technologist of the games industry with experience at EA, Sony, and Activision. He has been credited in many AAA game franchises such as GTA, Call of Duty and Max Payne. He is best known for co-founding PlayCanvas, the web graphics creation platform. 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\\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. 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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\x3c!-- truncate --\x3e\\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":[{"inline":true,"label":"documentation","permalink":"/tags/documentation"},{"inline":true,"label":"tutorial","permalink":"/tags/tutorial"},{"inline":true,"label":"open-source","permalink":"/tags/open-source"}],"readingTime":3.435,"hasTruncateMarker":true,"authors":[{"name":"Will Eastcott","title":"CEO","description":"Will Eastcott is an entrepreneur and veteran technologist of the games industry with experience at EA, Sony, and Activision. 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As CEO, he has championed the company\'s mission to make graphical web app development more accessible and collaborative through open-source technologies and cloud-based tools.","page":{"permalink":"/authors/will"},"socials":{"x":"https://x.com/willeastcott","linkedin":"https://www.linkedin.com/in/willeastcott/","github":"https://github.com/willeastcott"},"imageURL":"https://github.com/willeastcott.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\x3c!-- truncate --\x3e\\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":[{"inline":true,"label":"gaussian-splats","permalink":"/tags/gaussian-splats"},{"inline":true,"label":"compression","permalink":"/tags/compression"},{"inline":true,"label":"supersplat","permalink":"/tags/supersplat"}],"readingTime":3.625,"hasTruncateMarker":true,"authors":[{"name":"Donovan Hutchence","title":"Staff Software Engineer","page":{"permalink":"/authors/donovan"},"socials":{"x":"https://x.com/slimbuck7","linkedin":"https://www.linkedin.com/in/dhutchence/","github":"https://github.com/slimbuck"},"imageURL":"https://github.com/slimbuck.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 18Kb, and the JPG counterpart over 4 times larger at 74Kb! 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":[{"inline":true,"label":"ar","permalink":"/tags/ar"},{"inline":true,"label":"gltf","permalink":"/tags/gltf"},{"inline":true,"label":"viewer","permalink":"/tags/viewer"},{"inline":true,"label":"webgpu","permalink":"/tags/webgpu"},{"inline":true,"label":"webxr","permalink":"/tags/webxr"}],"readingTime":3.655,"hasTruncateMarker":true,"authors":[{"name":"Will Eastcott","title":"CEO","description":"Will Eastcott is an entrepreneur and veteran technologist of the games industry with experience at EA, Sony, and Activision. He has been credited in many AAA game franchises such as GTA, Call of Duty and Max Payne. He is best known for co-founding PlayCanvas, the web graphics creation platform. As CEO, he has championed the company\'s mission to make graphical web app development more accessible and collaborative through open-source technologies and cloud-based tools.","page":{"permalink":"/authors/will"},"socials":{"x":"https://x.com/willeastcott","linkedin":"https://www.linkedin.com/in/willeastcott/","github":"https://github.com/willeastcott"},"imageURL":"https://github.com/willeastcott.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-integration"}},"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_[\\"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\x3c!-- truncate --\x3e\\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-integration","metadata":{"permalink":"/playcanvas-adds-sketchfab-integration","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":[{"inline":true,"label":"asset-store","permalink":"/tags/asset-store"},{"inline":true,"label":"editor","permalink":"/tags/editor"},{"inline":true,"label":"sketchfab","permalink":"/tags/sketchfab"},{"inline":true,"label":"workflow","permalink":"/tags/workflow"}],"readingTime":2.165,"hasTruncateMarker":true,"authors":[{"name":"Will Eastcott","title":"CEO","description":"Will Eastcott is an entrepreneur and veteran technologist of the games industry with experience at EA, Sony, and Activision. He has been credited in many AAA game franchises such as GTA, Call of Duty and Max Payne. He is best known for co-founding PlayCanvas, the web graphics creation platform. As CEO, he has championed the company\'s mission to make graphical web app development more accessible and collaborative through open-source technologies and cloud-based tools.","page":{"permalink":"/authors/will"},"socials":{"x":"https://x.com/willeastcott","linkedin":"https://www.linkedin.com/in/willeastcott/","github":"https://github.com/willeastcott"},"imageURL":"https://github.com/willeastcott.png","key":"will"}],"frontMatter":{"authors":"will","slug":"playcanvas-adds-sketchfab-integration","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\x3c!-- truncate --\x3e\\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":[{"inline":true,"label":"jekyll","permalink":"/tags/jekyll"},{"inline":true,"label":"wordpress","permalink":"/tags/wordpress"},{"inline":true,"label":"github","permalink":"/tags/github"}],"readingTime":6.745,"hasTruncateMarker":true,"authors":[{"name":"Will Eastcott","title":"CEO","description":"Will Eastcott is an entrepreneur and veteran technologist of the games industry with experience at EA, Sony, and Activision. He has been credited in many AAA game franchises such as GTA, Call of Duty and Max Payne. He is best known for co-founding PlayCanvas, the web graphics creation platform. As CEO, he has championed the company\'s mission to make graphical web app development more accessible and collaborative through open-source technologies and cloud-based tools.","page":{"permalink":"/authors/will"},"socials":{"x":"https://x.com/willeastcott","linkedin":"https://www.linkedin.com/in/willeastcott/","github":"https://github.com/willeastcott"},"imageURL":"https://github.com/willeastcott.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-integration"},"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\x3c!-- truncate --\x3e\\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":[{"inline":true,"label":"asset-store","permalink":"/tags/asset-store"},{"inline":true,"label":"editor","permalink":"/tags/editor"},{"inline":true,"label":"news","permalink":"/tags/news"},{"inline":true,"label":"workflow","permalink":"/tags/workflow"}],"readingTime":3.44,"hasTruncateMarker":true,"authors":[{"name":"Will Eastcott","title":"CEO","description":"Will Eastcott is an entrepreneur and veteran technologist of the games industry with experience at EA, Sony, and Activision. He has been credited in many AAA game franchises such as GTA, Call of Duty and Max Payne. He is best known for co-founding PlayCanvas, the web graphics creation platform. As CEO, he has championed the company\'s mission to make graphical web app development more accessible and collaborative through open-source technologies and cloud-based tools.","page":{"permalink":"/authors/will"},"socials":{"x":"https://x.com/willeastcott","linkedin":"https://www.linkedin.com/in/willeastcott/","github":"https://github.com/willeastcott"},"imageURL":"https://github.com/willeastcott.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\x3c!-- truncate --\x3e\\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":[{"inline":true,"label":"webgpu","permalink":"/tags/webgpu"}],"readingTime":3.11,"hasTruncateMarker":true,"authors":[{"name":"Martin Valigursky","title":"Software Engineer","page":{"permalink":"/authors/martin"},"socials":{"x":"https://x.com/ValigurskyM","linkedin":"https://www.linkedin.com/in/martin-valigursky/","github":"https://github.com/mvaligursky"},"imageURL":"https://github.com/mvaligursky.png","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\x3c!-- truncate --\x3e\\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- 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- 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- 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- To support the WebGPU platform, we need to undergo a significant refactoring to organize uniforms into uniform buffers.\\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- We need to incorporate it into the Editor environment for both launched and published applications. Currently, only WebGL is available in this environment.\\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- 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":[{"inline":true,"label":"ar","permalink":"/tags/ar"},{"inline":true,"label":"webxr","permalink":"/tags/webxr"}],"readingTime":0.815,"hasTruncateMarker":true,"authors":[{"name":"Steven Yau","title":"Partner Relations Manager","page":{"permalink":"/authors/steven"},"socials":{"x":"https://x.com/yaustar","linkedin":"https://www.linkedin.com/in/stevenyau/","github":"https://github.com/yaustar"},"imageURL":"https://github.com/yaustar.png","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\\n\x3c!-- truncate --\x3e\\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":[{"inline":true,"label":"compression","permalink":"/tags/compression"},{"inline":true,"label":"editor","permalink":"/tags/editor"},{"inline":true,"label":"gltf","permalink":"/tags/gltf"},{"inline":true,"label":"performance","permalink":"/tags/performance"}],"readingTime":1.655,"hasTruncateMarker":true,"authors":[{"name":"Will Eastcott","title":"CEO","description":"Will Eastcott is an entrepreneur and veteran technologist of the games industry with experience at EA, Sony, and Activision. He has been credited in many AAA game franchises such as GTA, Call of Duty and Max Payne. He is best known for co-founding PlayCanvas, the web graphics creation platform. As CEO, he has championed the company\'s mission to make graphical web app development more accessible and collaborative through open-source technologies and cloud-based tools.","page":{"permalink":"/authors/will"},"socials":{"x":"https://x.com/willeastcott","linkedin":"https://www.linkedin.com/in/willeastcott/","github":"https://github.com/willeastcott"},"imageURL":"https://github.com/willeastcott.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\\n\x3c!-- truncate --\x3e\\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":[{"inline":true,"label":"gamedev","permalink":"/tags/gamedev"},{"inline":true,"label":"html5","permalink":"/tags/html-5"},{"inline":true,"label":"webgl","permalink":"/tags/webgl"}],"readingTime":11.64,"hasTruncateMarker":true,"authors":[{"name":"Paulo Oliveira","title":"Associate Partner Support Engineer","page":{"permalink":"/authors/paulo"},"socials":{"linkedin":"https://www.linkedin.com/in/paulo-oliveira-ninitoph/"},"imageURL":"https://media.licdn.com/dms/image/v2/C4D03AQGBCxiefbbUlw/profile-displayphoto-shrink_800_800/profile-displayphoto-shrink_800_800/0/1654615914498?e=1730332800&v=beta&t=430DvI8uuos5obx7BhhHBqhT5TnNTv3q91eOOg6diII","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\\n\x3c!-- truncate --\x3e\\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
+ -
View all authors

PlayCanvas Update 04/08/14

· 2 min read

This week, we've improved your Dashboard, Projects and Profile pages and now have a full introductory video series to make PlayCanvas more accessible than ever.

PlayCanvas Update 11/07/14

· 2 min read

Despite a tide of sickness this week we still have a great list of updates for all you PlayCanvasers! What would be the phrase you use to describe someone who uses PlayCanvas? I don’t know... anyway, the updates for this week.

+
View all authors

PlayCanvas Update 04/08/14

· 2 min read

This week, we've improved your Dashboard, Projects and Profile pages and now have a full introductory video series to make PlayCanvas more accessible than ever.

PlayCanvas Update 11/07/14

· 2 min read

Despite a tide of sickness this week we still have a great list of updates for all you PlayCanvasers! What would be the phrase you use to describe someone who uses PlayCanvas? I don’t know... anyway, the updates for this week.

\ No newline at end of file diff --git a/authors/christy/authors/2/index.html b/authors/christy/authors/2/index.html index 57e77ebc8..b2ed27aca 100644 --- a/authors/christy/authors/2/index.html +++ b/authors/christy/authors/2/index.html @@ -5,28 +5,28 @@ Christy O'Connor - 21 posts | PlayCanvas Blog - + -
Christy O'Connor
Community Manager
View all authors

Meet the PlayCanvas team: Dave Evans

· 3 min read
Christy O'Connor
Community Manager

Dave

-

Next up is PlayCanvas' Chief Technical Officer who shares his name with beanie clad U2 Guitarist 'The Edge', Dave Evans. Dave grew up just outside of Cambridge in Duxford where he says he was regularly dive-bombed by old planes from the nearby Imperial war Museum.

PlayCanvas Update 27/06/14

· 2 min read
Christy O'Connor
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.

+
Community Manager
View all authors

Meet the PlayCanvas team: Dave Evans

· 3 min read
Community Manager

Dave

+

Next up is PlayCanvas' Chief Technical Officer who shares his name with beanie clad U2 Guitarist 'The Edge', Dave Evans. Dave grew up just outside of Cambridge in Duxford where he says he was regularly dive-bombed by old planes from the nearby Imperial war Museum.

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

New Custom and Built-in Post Effects

· 2 min read
Christy O'Connor
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.

+The award winning colorTanks

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

Virtual Reality and the future of Web Based Gaming

· 4 min read
Christy O'Connor
Community Manager

On Thursday 19th of June we will be showcasing some of our recent work with the amazing and exciting Oculus Rift Development Kit. In the build up and anticipation to this event we hope to convey why Virtual Reality and revolutionary hardware from Oculus VR are set to be a part of our future at PlayCanvas. Playing a game in VR is one thing. Making a game in VR...now that really is the future.

-

playcanvas oculus1

Meet the PlayCanvas team: Will Eastcott

· 3 min read
Christy O'Connor
Community Manager

Our recent commitment to open sourcing is not the only thing we at PlayCanvas are open about. To help get in touch with our community, we are starting a series of posts about the people behind PlayCanvas. From the informative down to the outright silly, step deeper into our world.

+

Vaios comes from Athens, Greece (if his name wasn't giving anything away) and he is a Senior Engineer here at PlayCanvas.

Virtual Reality and the future of Web Based Gaming

· 4 min read
Community Manager

On Thursday 19th of June we will be showcasing some of our recent work with the amazing and exciting Oculus Rift Development Kit. In the build up and anticipation to this event we hope to convey why Virtual Reality and revolutionary hardware from Oculus VR are set to be a part of our future at PlayCanvas. Playing a game in VR is one thing. Making a game in VR...now that really is the future.

+

playcanvas oculus1

Meet the PlayCanvas team: Will Eastcott

· 3 min read
Community Manager

Our recent commitment to open sourcing is not the only thing we at PlayCanvas are open about. To help get in touch with our community, we are starting a series of posts about the people behind PlayCanvas. From the informative down to the outright silly, step deeper into our world.

Will

"I wanted to work at Marvel Comics when I was 18 but my coding skills won out which is probably for the best!"

-

First up is Will, our CEO and co-founder, from everyone's favorite sleepy little town Bedford, England!

PlayCanvas Update 13/06/14

· One min read
Community Manager

construction_kit-001

After a busy week here in the PlayCanvas office, we thought what better way to champion our efforts than to give you a taste of what's happened at our HQ. We plan to start a series of weekly updates so you know what is keeping PlayCanvas at its best. Here's the latest news...

\ No newline at end of file diff --git a/authors/christy/authors/3/index.html b/authors/christy/authors/3/index.html index 954e73bec..61404970c 100644 --- a/authors/christy/authors/3/index.html +++ b/authors/christy/authors/3/index.html @@ -5,11 +5,11 @@ Christy O'Connor - 21 posts | PlayCanvas Blog - + -
Christy O'Connor
Community Manager
View all authors

Snappy New Update

· One min read
Christy O'Connor
Community Manager

Game developers and the idea of perfection are never far apart and we are pleased to announce a new feature that allows you to be as precise as your project demands. If you were thinking what we were thinking then...SNAP!

+ \ No newline at end of file diff --git a/authors/christy/index.html b/authors/christy/index.html index e2f8abd05..dc031df9e 100644 --- a/authors/christy/index.html +++ b/authors/christy/index.html @@ -5,21 +5,21 @@ Christy O'Connor - 21 posts | PlayCanvas Blog - + -
Christy O'Connor
Community Manager
View all authors

PlayCanvas in 2014: A Year In Review

· 5 min read
Christy O'Connor
Community Manager

In 2011, PlayCanvas started its journey as the world's first cloud-hosted game development platform, and over three years later we’re still giving you the next generation toolset to build, share and play video games.

-

In 2014 our community has grown from roughly 2,000 to over 20,000 users and there has been over 2,000,000 views of PlayCanvas projects. There really has never been a better time to join us! So without further ado, here’s a look back at PlayCanvas and the Games industry in 2014 and glance ahead into the new year.

PLAYCANVAS in LUDUM DARE 31

· 3 min read
Christy O'Connor
Community Manager

Ludum Dare 31 has come and gone, but many great projects featured PlayCanvas over the course of the weekend. Here's your round up for our involvement in one of the most popular Game Jams in the world.

-

Winter Blast

PlayCanvas Update 5/12/14

· 3 min read
Christy O'Connor
Community Manager

Its been a year full of huge announcements for us and the first iteration our Asset Store is certainly no small matter. From the PlayCanvas Store to a Ludum Dare deal (and everything in between), here's what has happened at PlayCanvas over the past week.

PLAYHACK December: Jolly Santa

· 3 min read
Christy O'Connor
Community Manager

PLAYHACK Logo

+
Community Manager
View all authors

PlayCanvas in 2014: A Year In Review

· 5 min read
Community Manager

In 2011, PlayCanvas started its journey as the world's first cloud-hosted game development platform, and over three years later we’re still giving you the next generation toolset to build, share and play video games.

+

In 2014 our community has grown from roughly 2,000 to over 20,000 users and there has been over 2,000,000 views of PlayCanvas projects. There really has never been a better time to join us! So without further ado, here’s a look back at PlayCanvas and the Games industry in 2014 and glance ahead into the new year.

PLAYCANVAS in LUDUM DARE 31

· 3 min read
Community Manager

Ludum Dare 31 has come and gone, but many great projects featured PlayCanvas over the course of the weekend. Here's your round up for our involvement in one of the most popular Game Jams in the world.

+

Winter Blast

PlayCanvas Update 5/12/14

· 3 min read
Community Manager

Its been a year full of huge announcements for us and the first iteration our Asset Store is certainly no small matter. From the PlayCanvas Store to a Ludum Dare deal (and everything in between), here's what has happened at PlayCanvas over the past week.

PLAYHACK December: Jolly Santa

· 3 min read
Community Manager

PLAYHACK Logo

If spending part of your December making a festively themed game doesn't get you in the mood for the Christmas season, we don't know what will.

-

Its December 2014 and before the year is out we have a festive game jam for you to test your skills in.

PlayCanvas Update 21/11/14

· 3 min read
Christy O'Connor
Community Manager

We haven't been keeping up our weekly update as much as we really should and for that we are eternally sorry. However, from a new particle system beta to the even newer watching and starring functions this week is no disappointment. Lets go!

-

PLAYHACK_boxes

PlayCanvas Update 21/11/14

· 3 min read
Community Manager

We haven't been keeping up our weekly update as much as we really should and for that we are eternally sorry. However, from a new particle system beta to the even newer watching and starring functions this week is no disappointment. Lets go!

+

PLAYHACK_boxes

HTML5 Game Development Community Meet Up

· 2 min read
Christy O'Connor
Community Manager

Last Thursday we hosted an event for around 50 members of the London HTML5 Game Development community at our Idea London office. After striking a deal with Papa John's, we had a great talk from Amazon's Jesse Freeman and caught up with a community that we are proud to be a part of.

-

MEETUP

PlayCanvas Update 04/07/14

· 2 min read
Christy O'Connor
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.

+

PlayCanvas’ first ever PLAYHACK is upon us and that can only mean a whole month's worth of fun and some incredible game developing.

HTML5 Game Development Community Meet Up

· 2 min read
Community Manager

Last Thursday we hosted an event for around 50 members of the London HTML5 Game Development community at our Idea London office. After striking a deal with Papa John's, we had a great talk from Amazon's Jesse Freeman and caught up with a community that we are proud to be a part of.

+

MEETUP

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

\ No newline at end of file diff --git a/authors/dave/authors/10/index.html b/authors/dave/authors/10/index.html index df3517de9..823bddeb0 100644 --- a/authors/dave/authors/10/index.html +++ b/authors/dave/authors/10/index.html @@ -5,7 +5,7 @@ Dave Evans - 97 posts | PlayCanvas Blog - + diff --git a/authors/dave/authors/2/index.html b/authors/dave/authors/2/index.html index fd1e79179..c5d76ea67 100644 --- a/authors/dave/authors/2/index.html +++ b/authors/dave/authors/2/index.html @@ -5,7 +5,7 @@ Dave Evans - 97 posts | PlayCanvas Blog - + diff --git a/authors/dave/authors/3/index.html b/authors/dave/authors/3/index.html index 2214b5782..40d66b719 100644 --- a/authors/dave/authors/3/index.html +++ b/authors/dave/authors/3/index.html @@ -5,7 +5,7 @@ Dave Evans - 97 posts | PlayCanvas Blog - + diff --git a/authors/dave/authors/4/index.html b/authors/dave/authors/4/index.html index 997a0cf79..ee643ceed 100644 --- a/authors/dave/authors/4/index.html +++ b/authors/dave/authors/4/index.html @@ -5,7 +5,7 @@ Dave Evans - 97 posts | PlayCanvas Blog - + diff --git a/authors/dave/authors/5/index.html b/authors/dave/authors/5/index.html index a2751fced..a98bf2c04 100644 --- a/authors/dave/authors/5/index.html +++ b/authors/dave/authors/5/index.html @@ -5,7 +5,7 @@ Dave Evans - 97 posts | PlayCanvas Blog - + diff --git a/authors/dave/authors/6/index.html b/authors/dave/authors/6/index.html index ad90f243d..9cc2ceadb 100644 --- a/authors/dave/authors/6/index.html +++ b/authors/dave/authors/6/index.html @@ -5,7 +5,7 @@ Dave Evans - 97 posts | PlayCanvas Blog - + diff --git a/authors/dave/authors/7/index.html b/authors/dave/authors/7/index.html index aa389d1a9..35e598cce 100644 --- a/authors/dave/authors/7/index.html +++ b/authors/dave/authors/7/index.html @@ -5,7 +5,7 @@ Dave Evans - 97 posts | PlayCanvas Blog - + diff --git a/authors/dave/authors/8/index.html b/authors/dave/authors/8/index.html index 2e01d1cf9..2bd6e2fc2 100644 --- a/authors/dave/authors/8/index.html +++ b/authors/dave/authors/8/index.html @@ -5,7 +5,7 @@ Dave Evans - 97 posts | PlayCanvas Blog - + diff --git a/authors/dave/authors/9/index.html b/authors/dave/authors/9/index.html index 7777ab965..6ec30fdb4 100644 --- a/authors/dave/authors/9/index.html +++ b/authors/dave/authors/9/index.html @@ -5,7 +5,7 @@ Dave Evans - 97 posts | PlayCanvas Blog - + diff --git a/authors/dave/index.html b/authors/dave/index.html index 6259f1ad7..a8d5a1b5d 100644 --- a/authors/dave/index.html +++ b/authors/dave/index.html @@ -5,7 +5,7 @@ Dave Evans - 97 posts | PlayCanvas Blog - + diff --git a/authors/donovan/index.html b/authors/donovan/index.html index f3b9253cb..5fb03e4f4 100644 --- a/authors/donovan/index.html +++ b/authors/donovan/index.html @@ -5,7 +5,7 @@ Donovan Hutchence - One post | PlayCanvas Blog - + diff --git a/authors/elliott/index.html b/authors/elliott/index.html index ab532bd46..e311a93b1 100644 --- a/authors/elliott/index.html +++ b/authors/elliott/index.html @@ -5,7 +5,7 @@ Elliott Thompson - 4 posts | PlayCanvas Blog - + diff --git a/authors/index.html b/authors/index.html index dfe3bb317..738a93bc5 100644 --- a/authors/index.html +++ b/authors/index.html @@ -5,10 +5,10 @@ Authors | PlayCanvas Blog - + - + \ No newline at end of file diff --git a/authors/mark/index.html b/authors/mark/index.html index aa5599228..257bf754a 100644 --- a/authors/mark/index.html +++ b/authors/mark/index.html @@ -5,7 +5,7 @@ Mark Lundin - One post | PlayCanvas Blog - + diff --git a/authors/martin/index.html b/authors/martin/index.html index 851b78341..a7d8ca83b 100644 --- a/authors/martin/index.html +++ b/authors/martin/index.html @@ -5,7 +5,7 @@ Martin Valigursky - One post | PlayCanvas Blog - + diff --git a/authors/nathan/index.html b/authors/nathan/index.html index 580836c44..89e60c901 100644 --- a/authors/nathan/index.html +++ b/authors/nathan/index.html @@ -5,7 +5,7 @@ Nathan Patel - 3 posts | PlayCanvas Blog - + diff --git a/authors/paulo/index.html b/authors/paulo/index.html index 2da1ba21c..f1c8336a1 100644 --- a/authors/paulo/index.html +++ b/authors/paulo/index.html @@ -5,14 +5,14 @@ Paulo Oliveira - 3 posts | PlayCanvas Blog - + -
Paulo Oliveira
Associate Partner Support Engineer
View all authors

How to make your HTML5 Games Awesome!

· 12 min read
Paulo Oliveira
Associate Partner Support Engineer

How To Make Your HTML5 Games Awesome

-

The 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.

Web AR Experiences - Developer Spotlight with Animech

· 7 min read
Paulo Oliveira
Associate Partner Support Engineer
+
Associate Partner Support Engineer
View all authors

How to make your HTML5 Games Awesome!

· 12 min read
Associate Partner Support Engineer

How To Make Your HTML5 Games Awesome

+

The 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.

diff --git a/authors/ray/index.html b/authors/ray/index.html index f99e4e5b1..8b63f4be9 100644 --- a/authors/ray/index.html +++ b/authors/ray/index.html @@ -5,7 +5,7 @@ Ray Tran - One post | PlayCanvas Blog - + diff --git a/authors/steven/authors/2/index.html b/authors/steven/authors/2/index.html index 8482b2a5d..966fc65c6 100644 --- a/authors/steven/authors/2/index.html +++ b/authors/steven/authors/2/index.html @@ -5,7 +5,7 @@ Steven Yau - 25 posts | PlayCanvas Blog - + diff --git a/authors/steven/authors/3/index.html b/authors/steven/authors/3/index.html index 529cc173b..c308e9ca8 100644 --- a/authors/steven/authors/3/index.html +++ b/authors/steven/authors/3/index.html @@ -5,7 +5,7 @@ Steven Yau - 25 posts | PlayCanvas Blog - + diff --git a/authors/steven/index.html b/authors/steven/index.html index bf1a8dbab..82724c806 100644 --- a/authors/steven/index.html +++ b/authors/steven/index.html @@ -5,7 +5,7 @@ Steven Yau - 25 posts | PlayCanvas Blog - + diff --git a/authors/will/authors/2/index.html b/authors/will/authors/2/index.html index 52958bfca..96daf2642 100644 --- a/authors/will/authors/2/index.html +++ b/authors/will/authors/2/index.html @@ -5,7 +5,7 @@ Will Eastcott - 72 posts | PlayCanvas Blog - + diff --git a/authors/will/authors/3/index.html b/authors/will/authors/3/index.html index 3f5cac199..dcd0e0654 100644 --- a/authors/will/authors/3/index.html +++ b/authors/will/authors/3/index.html @@ -5,7 +5,7 @@ Will Eastcott - 72 posts | PlayCanvas Blog - + diff --git a/authors/will/authors/4/index.html b/authors/will/authors/4/index.html index 655ff68cd..1d0f9f36e 100644 --- a/authors/will/authors/4/index.html +++ b/authors/will/authors/4/index.html @@ -5,7 +5,7 @@ Will Eastcott - 72 posts | PlayCanvas Blog - + diff --git a/authors/will/authors/5/index.html b/authors/will/authors/5/index.html index 0ab5acbe8..829ad7f8c 100644 --- a/authors/will/authors/5/index.html +++ b/authors/will/authors/5/index.html @@ -5,7 +5,7 @@ Will Eastcott - 72 posts | PlayCanvas Blog - + diff --git a/authors/will/authors/6/index.html b/authors/will/authors/6/index.html index e924d43fe..b8456c2d8 100644 --- a/authors/will/authors/6/index.html +++ b/authors/will/authors/6/index.html @@ -5,7 +5,7 @@ Will Eastcott - 72 posts | PlayCanvas Blog - + diff --git a/authors/will/authors/7/index.html b/authors/will/authors/7/index.html index b5b9ce634..641336a2c 100644 --- a/authors/will/authors/7/index.html +++ b/authors/will/authors/7/index.html @@ -5,7 +5,7 @@ Will Eastcott - 72 posts | PlayCanvas Blog - + diff --git a/authors/will/authors/8/index.html b/authors/will/authors/8/index.html index 22dbe59bb..bd5a8e047 100644 --- a/authors/will/authors/8/index.html +++ b/authors/will/authors/8/index.html @@ -5,7 +5,7 @@ Will Eastcott - 72 posts | PlayCanvas Blog - + diff --git a/authors/will/index.html b/authors/will/index.html index 7ef4255a1..ea9dc71c8 100644 --- a/authors/will/index.html +++ b/authors/will/index.html @@ -5,7 +5,7 @@ Will Eastcott - 72 posts | PlayCanvas Blog - + diff --git a/autocomplete-and-realtime-api-reference-added-to-code-editor/index.html b/autocomplete-and-realtime-api-reference-added-to-code-editor/index.html index 95e24c6a1..942954a40 100644 --- a/autocomplete-and-realtime-api-reference-added-to-code-editor/index.html +++ b/autocomplete-and-realtime-api-reference-added-to-code-editor/index.html @@ -5,7 +5,7 @@ Autocomplete and Realtime API Reference added to Code Editor | PlayCanvas Blog - + diff --git a/avif-webp-land-in-editor/index.html b/avif-webp-land-in-editor/index.html index 2c82589be..e9b3ed510 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 a42ef37e1..bc225bbe4 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 cedd07061..1e6917be0 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 1cce54e82..82df407e6 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 212b1a60f..1116a49ad 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 5651f939f..44555bc2f 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 070deabec..ba1da163a 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 8601e4df8..2255004a6 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 aa07c84d9..c6bf9c619 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 8fe6998d7..163844392 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 5a672f726..9a5b5152c 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 fe9b5c436..d28c8d5ab 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/create-3d-gaussian-splat-apps-with-the-playcanvas-editor/index.html b/create-3d-gaussian-splat-apps-with-the-playcanvas-editor/index.html index b63a7de7b..325b21017 100644 --- a/create-3d-gaussian-splat-apps-with-the-playcanvas-editor/index.html +++ b/create-3d-gaussian-splat-apps-with-the-playcanvas-editor/index.html @@ -5,7 +5,7 @@ Create 3D Gaussian Splat Apps with the PlayCanvas Editor | PlayCanvas Blog - + diff --git a/developer-playcanvas-com-is-open-source/index.html b/developer-playcanvas-com-is-open-source/index.html index 6975cd73b..77a62909c 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 ddff86265..f2b604a13 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 cbda27739..d10117a4f 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 1e776bd51..bb9a48848 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 d393bfa14..1bcd59a71 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 6070922b9..5cbe5c4fe 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 @@ -5,7 +5,7 @@ DOOH and PlayCanvas debut Giant Space Invaders at Cannes Lions | PlayCanvas Blog - + 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 cf15a41f6..2541e5c76 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 fce076b62..f5bcef1b3 100644 --- a/dungeon-fury-3d-browser-gaming-arrives-on-mobile/index.html +++ b/dungeon-fury-3d-browser-gaming-arrives-on-mobile/index.html @@ -5,7 +5,7 @@ Dungeon Fury: 3D Browser Gaming Arrives on Mobile | PlayCanvas Blog - + diff --git a/easy-cardboard-vr-in-webgl/index.html b/easy-cardboard-vr-in-webgl/index.html index 950fb0a7d..4914bb446 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 9890df564..679fa5a13 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 765a36d63..5ac910135 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 9452671b9..586364c70 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 db04a34ca..d40835b4b 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 652cbebfd..1b96e51bb 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 1f05d9228..0abf94f6d 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 88762f732..4139a2ed7 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 7e6708ed2..709a88dd6 100644 --- a/featured-games-featured-projects-and-activity-stream/index.html +++ b/featured-games-featured-projects-and-activity-stream/index.html @@ -5,7 +5,7 @@ Featured games, featured projects and activity stream | PlayCanvas Blog - + diff --git a/find-your-dream-job-the-tech-factor/index.html b/find-your-dream-job-the-tech-factor/index.html index de08a370e..15b868561 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 95e1a9a12..bc7cc0fbd 100644 --- a/friday-assets-mega-update/index.html +++ b/friday-assets-mega-update/index.html @@ -5,7 +5,7 @@ Friday Assets Mega-update | PlayCanvas Blog - + diff --git a/game-development-trends-talk/index.html b/game-development-trends-talk/index.html index 3536a0b38..d05ec1d0d 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 acd65987e..a1a0e977d 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 359b0dcac..3173437dd 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 b2bb4c745..ba8507c3a 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 0834e070a..fa3313c05 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 ae7fa54d7..5e9429028 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 4758cd5c6..75f9dfcf4 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 - + diff --git a/hello-world/index.html b/hello-world/index.html index d0657bcc6..9d36abf9d 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 1fd5cd92a..a2c03c44a 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 f0d776a2d..58d57acce 100644 --- a/how-to-make-your-html5-games-awesome/index.html +++ b/how-to-make-your-html5-games-awesome/index.html @@ -3,13 +3,13 @@ -How to make your HTML5 Games Awesome! | PlayCanvas Blog +How to make your HTML5 Games Awesome! | PlayCanvas Blog - + -

How to make your HTML5 Games Awesome!

· 12 min read
Paulo Oliveira
Associate Partner Support Engineer

How To Make Your HTML5 Games Awesome

+

How to make your HTML5 Games Awesome!

· 12 min read
Associate Partner Support Engineer

How To Make Your HTML5 Games Awesome

The 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.

We'll use Space Rocks!, a simple Asteroids game created with the PlayCanvas game engine to showcase how even the smallest details can make a big impact.

diff --git a/html5-apis-for-game-developers/index.html b/html5-apis-for-game-developers/index.html index f9c63a402..f33b7ccf2 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 4df422be7..122806573 100644 --- a/html5-game-development-community-meet-up/index.html +++ b/html5-game-development-community-meet-up/index.html @@ -3,13 +3,13 @@ -HTML5 Game Development Community Meet Up | PlayCanvas Blog +HTML5 Game Development Community Meet Up | PlayCanvas Blog - + -

HTML5 Game Development Community Meet Up

· 2 min read
Christy O'Connor
Community Manager

Last Thursday we hosted an event for around 50 members of the London HTML5 Game Development community at our Idea London office. After striking a deal with Papa John's, we had a great talk from Amazon's Jesse Freeman and caught up with a community that we are proud to be a part of.

+

HTML5 Game Development Community Meet Up

· 2 min read
Community Manager

Last Thursday we hosted an event for around 50 members of the London HTML5 Game Development community at our Idea London office. After striking a deal with Papa John's, we had a great talk from Amazon's Jesse Freeman and caught up with a community that we are proud to be a part of.

MEETUP

Responsive Game Design

After some catching up over a slice (or three) of pizza, Amazon's Gaming Evangelist Jesse Freeman discussed the challenges of making your game cross-platform and resolving this with Responsive Design. Offering advice on resolution, scaling, mechanics, syncing data and coding for cross platform, Jesse's even used his games Super Jetroid and Super Paper Monster Smasher to illustrate his points.

diff --git a/humble-game-making-bundle/index.html b/humble-game-making-bundle/index.html index afc8d705c..95cb43e36 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 09cdce60c..e6f2bbe4c 100644 --- a/idealondon-welcomes-playcanvas/index.html +++ b/idealondon-welcomes-playcanvas/index.html @@ -5,7 +5,7 @@ IDEALondon Welcomes PlayCanvas | PlayCanvas Blog - + diff --git a/implementing-cloth-simulation-in-webgl/index.html b/implementing-cloth-simulation-in-webgl/index.html index 2de9beec1..b7ad8fbbb 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 d061565a2..d92b33e3c 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 67b1e02ae..89c77c7b5 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 9a13e639b..dff1f0f92 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 54a50ab60..75af77640 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 83843e49b..85bfb0b70 100644 --- a/index.html +++ b/index.html @@ -5,7 +5,7 @@ PlayCanvas Blog | PlayCanvas Blog - + 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 ca0846bd2..77d1476d0 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 @@ -5,7 +5,7 @@ Initial WebGPU support lands in PlayCanvas Engine 1.62! | PlayCanvas Blog - + diff --git a/instant-games-and-playcanvas/index.html b/instant-games-and-playcanvas/index.html index 66c2825b3..e467be345 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 42d5e8580..4d0ed74b7 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 6c536c485..ca876b97b 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 4930976d9..6648d087b 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 3d0c4890b..e0a13a4a8 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 587c0a2a6..df7cfccbf 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 - + diff --git a/introducing-the-new-code-editor/index.html b/introducing-the-new-code-editor/index.html index b3bb37c9c..6fcc548b8 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 24a0266d2..1df658004 100644 --- a/introducing-the-playcanvas-localization-system/index.html +++ b/introducing-the-playcanvas-localization-system/index.html @@ -5,7 +5,7 @@ Introducing the PlayCanvas Localization System | PlayCanvas Blog - + diff --git a/introduction-to-ammo-js/index.html b/introduction-to-ammo-js/index.html index 4babc3534..e5dd7cbb3 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 1ce7da4a5..8afc78945 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 c8c7ba855..d890ed142 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 4d74d11b4..9f7667836 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 259aa2620..077d3b341 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 7ea2a33bf..3e3b70fc7 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 497f80ff6..9acec1bf8 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 3d920942b..2d8181019 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 - + diff --git a/ludum-dare-28-playcanvas-round-up/index.html b/ludum-dare-28-playcanvas-round-up/index.html index 68d7b47e8..cb6b6acb0 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 661158ad8..214f8b38b 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 411034ffb..bf72092bf 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 f3cd1b574..b6841f401 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 5a7dfd894..ead06a3a7 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 dd9412f8f..ccaf1d002 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 d31727dee..1237316c1 100644 --- a/meet-the-playcanvas-team-dave-evans/index.html +++ b/meet-the-playcanvas-team-dave-evans/index.html @@ -3,13 +3,13 @@ -Meet the PlayCanvas team: Dave Evans | PlayCanvas Blog +Meet the PlayCanvas team: Dave Evans | PlayCanvas Blog - + -

Meet the PlayCanvas team: Dave Evans

· 3 min read
Christy O'Connor
Community Manager

Dave

+

Meet the PlayCanvas team: Dave Evans

· 3 min read
Community Manager

Dave

Next up is PlayCanvas' Chief Technical Officer who shares his name with beanie clad U2 Guitarist 'The Edge', Dave Evans. Dave grew up just outside of Cambridge in Duxford where he says he was regularly dive-bombed by old planes from the nearby Imperial war Museum.

How did you get into the video games industry?

I started writing games when I was around 13-14. Learning to program in C on a Mac LC II, which is not a great introduction to programming. Then I didn't do anything for a few years and got back into it at my last year at Oxford University where me and a friend wrote a game about a skateboarding monkey called Stunt Monkey.

diff --git a/meet-the-playcanvas-team-kevin-rooney/index.html b/meet-the-playcanvas-team-kevin-rooney/index.html index a130936db..7cf89658d 100644 --- a/meet-the-playcanvas-team-kevin-rooney/index.html +++ b/meet-the-playcanvas-team-kevin-rooney/index.html @@ -3,13 +3,13 @@ -Meet the PlayCanvas team: Kevin Rooney | PlayCanvas Blog +Meet the PlayCanvas team: Kevin Rooney | PlayCanvas Blog - + -

Meet the PlayCanvas team: Kevin Rooney

· 2 min read
Christy O'Connor
Community Manager

Kevin

+

Meet the PlayCanvas team: Kevin Rooney

· 2 min read
Community Manager

Kevin

In our latest instalment of this series we chat to Kevin, PlayCanvas' Creative Director from Sligo, Ireland.

How did you get into the video games industry?

I developed educational language games in a previous start-up, but had always wanted to get involved in real games. PlayCanvas was my chance.

diff --git a/meet-the-playcanvas-team-maksims-mihejevs/index.html b/meet-the-playcanvas-team-maksims-mihejevs/index.html index 002a00998..cf50d94a3 100644 --- a/meet-the-playcanvas-team-maksims-mihejevs/index.html +++ b/meet-the-playcanvas-team-maksims-mihejevs/index.html @@ -3,13 +3,13 @@ -Meet the PlayCanvas team: Maksims Mihejevs | PlayCanvas Blog +Meet the PlayCanvas team: Maksims Mihejevs | PlayCanvas Blog - + -

Meet the PlayCanvas team: Maksims Mihejevs

· 2 min read
Christy O'Connor
Community Manager

Max

+

Meet the PlayCanvas team: Maksims Mihejevs

· 2 min read
Community Manager

Max

Today we are talking to the Russian (from Latvia) Senior Engineer at PlayCanvas: Max!

How did you get into the video games industry?

I started making games when I was 13 years old and always knew what I wanted. A long journey but here I am, making game development better with PlayCanvas.

diff --git a/meet-the-playcanvas-team-vaios-kalpias-illias/index.html b/meet-the-playcanvas-team-vaios-kalpias-illias/index.html index a3699e420..f0fa67d60 100644 --- a/meet-the-playcanvas-team-vaios-kalpias-illias/index.html +++ b/meet-the-playcanvas-team-vaios-kalpias-illias/index.html @@ -3,13 +3,13 @@ -Meet the PlayCanvas team: Vaios Kalpias-Illias | PlayCanvas Blog +Meet the PlayCanvas team: Vaios Kalpias-Illias | PlayCanvas Blog - + -

Meet the PlayCanvas team: Vaios Kalpias-Illias

· 4 min read
Christy O'Connor
Community Manager

Vaios

+

Meet the PlayCanvas team: Vaios Kalpias-Illias

· 4 min read
Community Manager

Vaios

"I used to play basketball. Before all this, I considered doing it for a living."

diff --git a/meet-the-playcanvas-team-will-eastcott/index.html b/meet-the-playcanvas-team-will-eastcott/index.html index df5b5de09..731eb88fd 100644 --- a/meet-the-playcanvas-team-will-eastcott/index.html +++ b/meet-the-playcanvas-team-will-eastcott/index.html @@ -3,13 +3,13 @@ -Meet the PlayCanvas team: Will Eastcott | PlayCanvas Blog +Meet the PlayCanvas team: Will Eastcott | PlayCanvas Blog - + -

Meet the PlayCanvas team: Will Eastcott

· 3 min read
Christy O'Connor
Community Manager

Our recent commitment to open sourcing is not the only thing we at PlayCanvas are open about. To help get in touch with our community, we are starting a series of posts about the people behind PlayCanvas. From the informative down to the outright silly, step deeper into our world.

+

Meet the PlayCanvas team: Will Eastcott

· 3 min read
Community Manager

Our recent commitment to open sourcing is not the only thing we at PlayCanvas are open about. To help get in touch with our community, we are starting a series of posts about the people behind PlayCanvas. From the informative down to the outright silly, step deeper into our world.

Will

"I wanted to work at Marvel Comics when I was 18 but my coding skills won out which is probably for the best!"

diff --git a/miniclip-launches-their-first-playcanvas-game/index.html b/miniclip-launches-their-first-playcanvas-game/index.html index 1485c2b34..459ef90e3 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 af70f02cd..94a443fb6 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 08380fb6e..c2e049e63 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 cfe9ae00b..2f4a87188 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 8595795df..0ea970c21 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 dd1a7dbc5..13f0c54e4 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 c62a2ad77..1785a9f7b 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 4759024ae..d3d7ff6cd 100644 --- a/new-custom-and-built-in-post-effects/index.html +++ b/new-custom-and-built-in-post-effects/index.html @@ -3,13 +3,13 @@ -New Custom and Built-in Post Effects | PlayCanvas Blog +New Custom and Built-in Post Effects | PlayCanvas Blog - + -

New Custom and Built-in Post Effects

· 2 min read
Christy O'Connor
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.

+

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

Built-in Post Effects

diff --git a/new-feature-2d-sprites-and-9-slicing/index.html b/new-feature-2d-sprites-and-9-slicing/index.html index be027d1f8..af1bd7f8a 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 51edb5e34..dc131d8c1 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 3a2ab849a..43482b949 100644 --- a/new-look-designer/index.html +++ b/new-look-designer/index.html @@ -5,7 +5,7 @@ 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 56db622ad..cd8263840 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 5a1f777e8..dbeb39abe 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 829e7ba6d..6f485db02 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 1e6cf3a28..3f9d039b8 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 8cd1756ef..82078b972 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 2595a2019..5e4e6ee5b 100644 --- a/nottingham-gamecity-and-mozfest/index.html +++ b/nottingham-gamecity-and-mozfest/index.html @@ -5,7 +5,7 @@ Nottingham GameCity and MozFest | PlayCanvas Blog - + diff --git a/ongamestart-game-jam/index.html b/ongamestart-game-jam/index.html index 259815344..497e513e4 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 f320259b7..6973b8a65 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 b404fa7a7..e01b55432 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 5c25b24c9..b97933c79 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 3269cd862..207e5f2ba 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 104bc6525..9c8786062 100644 --- a/page/12/index.html +++ b/page/12/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/13/index.html b/page/13/index.html index 773464d41..81d7aae4f 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 7f9b8312f..9d50d9bff 100644 --- a/page/14/index.html +++ b/page/14/index.html @@ -3,9 +3,9 @@ -Blog | PlayCanvas Blog +Blog | PlayCanvas Blog - + @@ -14,7 +14,7 @@

videogameday

PLAYHACK March - Win a Chromebook 2

· 4 min read

This month we have an extra special PLAYHACK, our monthly game jam, to announce. We've teamed up with ARM, to bring you both a excellent new 3D Model to start your game with, but also an excellent prize.

PLAYHACK - We challenge you to a jewel!

· 3 min read

PLAYHACK BANNER_1

-

We were lucky enough to see some amazing festive entries in PLAYHACK December, but January isn't really known for a lot. So we have put our brains together to give you some sparkly assets to play with.

PlayCanvas in 2014: A Year In Review

· 5 min read
Christy O'Connor
Community Manager

In 2011, PlayCanvas started its journey as the world's first cloud-hosted game development platform, and over three years later we’re still giving you the next generation toolset to build, share and play video games.

+

We were lucky enough to see some amazing festive entries in PLAYHACK December, but January isn't really known for a lot. So we have put our brains together to give you some sparkly assets to play with.

PlayCanvas in 2014: A Year In Review

· 5 min read
Community Manager

In 2011, PlayCanvas started its journey as the world's first cloud-hosted game development platform, and over three years later we’re still giving you the next generation toolset to build, share and play video games.

In 2014 our community has grown from roughly 2,000 to over 20,000 users and there has been over 2,000,000 views of PlayCanvas projects. There really has never been a better time to join us! So without further ado, here’s a look back at PlayCanvas and the Games industry in 2014 and glance ahead into the new year.

PLAYHACK December - Collecting Presents

· 6 min read
Nathan Patel
Technical Blogger

PLAYHACK is our fun monthly game building session. Throughout the month I’ll be posting tips and tricks to help you get a game made by the end of the month. Don’t forget, these are just examples. You can make any game you like. Read more about this month’s PLAYHACK.

PLAYHACK Logo

PLAYHACK December - Creating Presents

· 7 min read
Nathan Patel
Technical Blogger

PLAYHACK is our fun monthly game building session. Throughout the month I’ll be posting tips and tricks to help you get a game made by the end of the month. Don’t forget, these are just examples. You can make any game you like. Read more about this month’s PLAYHACK.

PLAYHACK Logo

diff --git a/page/15/index.html b/page/15/index.html index f618d3f3c..9f914bcaa 100644 --- a/page/15/index.html +++ b/page/15/index.html @@ -3,18 +3,18 @@ -Blog | PlayCanvas Blog +Blog | PlayCanvas Blog - +

Physically Based Rendering comes to WebGL

· 2 min read
-

If you're working with real-time 3D, chances are that you want your scenes to look physically accurate. For many years, graphics engines have relied on a non-physical approximations without respect to energy conservation and had problems with properly decoupling lighting from the actual material properties. In recent times, huge advances have been made to formulate more accurate shading approaches as well as provide sensible material inputs, which could approximate many types of surfaces without using hacks and tweaks for each scene and lighting conditions. This is a collection of techniques and art-producing approaches often referred to as Physically Based Rendering, or PBR.

PLAYCANVAS in LUDUM DARE 31

· 3 min read
Christy O'Connor
Community Manager

Ludum Dare 31 has come and gone, but many great projects featured PlayCanvas over the course of the weekend. Here's your round up for our involvement in one of the most popular Game Jams in the world.

+

If you're working with real-time 3D, chances are that you want your scenes to look physically accurate. For many years, graphics engines have relied on a non-physical approximations without respect to energy conservation and had problems with properly decoupling lighting from the actual material properties. In recent times, huge advances have been made to formulate more accurate shading approaches as well as provide sensible material inputs, which could approximate many types of surfaces without using hacks and tweaks for each scene and lighting conditions. This is a collection of techniques and art-producing approaches often referred to as Physically Based Rendering, or PBR.

PLAYCANVAS in LUDUM DARE 31

· 3 min read
Community Manager

Ludum Dare 31 has come and gone, but many great projects featured PlayCanvas over the course of the weekend. Here's your round up for our involvement in one of the most popular Game Jams in the world.

Winter Blast

PLAYHACK December - Player Character

· 9 min read
Nathan Patel
Technical Blogger

PLAYHACK is our fun monthly game building session. Throughout the month I'll be posting tips and tricks to help you get a game made by the end of the month. Don’t forget, these are just examples. You can make any game you like. Read more about this month's PLAYHACK.

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PLAYHACK Logo

PlayCanvas Update 5/12/14

· 3 min read
Christy O'Connor
Community Manager

Its been a year full of huge announcements for us and the first iteration our Asset Store is certainly no small matter. From the PlayCanvas Store to a Ludum Dare deal (and everything in between), here's what has happened at PlayCanvas over the past week.

PlayCanvas Update 5/12/14

· 3 min read
Community Manager

Its been a year full of huge announcements for us and the first iteration our Asset Store is certainly no small matter. From the PlayCanvas Store to a Ludum Dare deal (and everything in between), here's what has happened at PlayCanvas over the past week.

PLAYHACK December: Jolly Santa

· 3 min read
Community Manager

PLAYHACK Logo

If spending part of your December making a festively themed game doesn't get you in the mood for the Christmas season, we don't know what will.

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Its December 2014 and before the year is out we have a festive game jam for you to test your skills in.

PlayCanvas Update 21/11/14

· 3 min read
Christy O'Connor
Community Manager

We haven't been keeping up our weekly update as much as we really should and for that we are eternally sorry. However, from a new particle system beta to the even newer watching and starring functions this week is no disappointment. Lets go!

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Its December 2014 and before the year is out we have a festive game jam for you to test your skills in.

PlayCanvas Update 21/11/14

· 3 min read
Community Manager

We haven't been keeping up our weekly update as much as we really should and for that we are eternally sorry. However, from a new particle system beta to the even newer watching and starring functions this week is no disappointment. Lets go!

PLAYHACK_boxes

PlayCanvas Referrals Program

· 2 min read

The PlayCanvas Community is growing all the time and we know that some of that growth is down to your hard work in promoting the engine.

Last month we introduced the Devlog to help strengthen the PlayCanvas community and this month we're launching our Referrals program. It's our way of saying thank you for using and sharing our engine. PlayCanvas simply wouldn't work without you, our community.

3D Asset Store Propsplanet upgrades from Unity to PlayCanvas

· 2 min read

logos

diff --git a/page/16/index.html b/page/16/index.html index 29b3f16ca..9466b9bd1 100644 --- a/page/16/index.html +++ b/page/16/index.html @@ -3,16 +3,16 @@ -Blog | PlayCanvas Blog +Blog | PlayCanvas Blog - + -

PLAYHACK November - Camera types

· 4 min read

As this is our first PLAYHACK we thought it would be sensible to start with a few tips and tutorials to get you going. We’ll follow up with more of these throughout the week. Don’t forget, these are just examples. You can make any game you like.

PLAYHACK November - Adding Tank Controls

· 3 min read

PLAYHACK_clear

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As this is our first PLAYHACK we thought it would be sensible to start with a few tips and tutorials to get you going. We'll follow up with more of these throughout the week. Don't forget, these are just examples. You can make any game you like.

PLAYHACK - Make a game, get featured

· 2 min read
Christy O'Connor
Community Manager

PLAYHACK

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PLAYHACK November - Camera types

· 4 min read

As this is our first PLAYHACK we thought it would be sensible to start with a few tips and tutorials to get you going. We’ll follow up with more of these throughout the week. Don’t forget, these are just examples. You can make any game you like.

PLAYHACK November - Adding Tank Controls

· 3 min read

PLAYHACK_clear

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As this is our first PLAYHACK we thought it would be sensible to start with a few tips and tutorials to get you going. We'll follow up with more of these throughout the week. Don't forget, these are just examples. You can make any game you like.

HTML5 Game Development Community Meet Up

· 2 min read
Christy O'Connor
Community Manager

Last Thursday we hosted an event for around 50 members of the London HTML5 Game Development community at our Idea London office. After striking a deal with Papa John's, we had a great talk from Amazon's Jesse Freeman and caught up with a community that we are proud to be a part of.

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PlayCanvas’ first ever PLAYHACK is upon us and that can only mean a whole month's worth of fun and some incredible game developing.

HTML5 Game Development Community Meet Up

· 2 min read
Community Manager

Last Thursday we hosted an event for around 50 members of the London HTML5 Game Development community at our Idea London office. After striking a deal with Papa John's, we had a great talk from Amazon's Jesse Freeman and caught up with a community that we are proud to be a part of.

MEETUP

diff --git a/page/17/index.html b/page/17/index.html index 7e6b0824c..1780c0e1d 100644 --- a/page/17/index.html +++ b/page/17/index.html @@ -3,15 +3,15 @@ -Blog | PlayCanvas Blog +Blog | PlayCanvas Blog - + -

PlayCanvas Update 04/08/14

· 2 min read

This week, we've improved your Dashboard, Projects and Profile pages and now have a full introductory video series to make PlayCanvas more accessible than ever.

SWOOOP @ LadyCADE

· One min read

SWOOOP at LadyCADE

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PlayCanvas Update 04/08/14

· 2 min read

This week, we've improved your Dashboard, Projects and Profile pages and now have a full introductory video series to make PlayCanvas more accessible than ever.

PlayCanvas Update 11/07/14

· 2 min read

Despite a tide of sickness this week we still have a great list of updates for all you PlayCanvasers! What would be the phrase you use to describe someone who uses PlayCanvas? I don’t know... anyway, the updates for this week.

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LadyCADE, a casual and friendly gathering for people who make and enjoy games...and who happen to be women.

PlayCanvas Update 11/07/14

· 2 min read

Despite a tide of sickness this week we still have a great list of updates for all you PlayCanvasers! What would be the phrase you use to describe someone who uses PlayCanvas? I don’t know... anyway, the updates for this week.

\ No newline at end of file diff --git a/page/18/index.html b/page/18/index.html index 15d018d9c..0330c49e0 100644 --- a/page/18/index.html +++ b/page/18/index.html @@ -3,27 +3,27 @@ -Blog | PlayCanvas Blog +Blog | PlayCanvas Blog - +

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!

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Judges

PlayCanvas Update 04/07/14

· 2 min read
Christy O'Connor
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.

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Judges

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

Meet the PlayCanvas team: Dave Evans

· 3 min read
Christy O'Connor
Community Manager

Dave

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Next up is PlayCanvas' Chief Technical Officer who shares his name with beanie clad U2 Guitarist 'The Edge', Dave Evans. Dave grew up just outside of Cambridge in Duxford where he says he was regularly dive-bombed by old planes from the nearby Imperial war Museum.

PlayCanvas Update 27/06/14

· 2 min read
Christy O'Connor
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.

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

Meet the PlayCanvas team: Dave Evans

· 3 min read
Community Manager

Dave

+

Next up is PlayCanvas' Chief Technical Officer who shares his name with beanie clad U2 Guitarist 'The Edge', Dave Evans. Dave grew up just outside of Cambridge in Duxford where he says he was regularly dive-bombed by old planes from the nearby Imperial war Museum.

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

New Custom and Built-in Post Effects

· 2 min read
Christy O'Connor
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.

+The award winning colorTanks

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

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Vaios comes from Athens, Greece (if his name wasn't giving anything away) and he is a Senior Engineer here at PlayCanvas.

\ No newline at end of file diff --git a/page/19/index.html b/page/19/index.html index 56e6c264b..a681766b3 100644 --- a/page/19/index.html +++ b/page/19/index.html @@ -3,22 +3,22 @@ -Blog | PlayCanvas Blog +Blog | PlayCanvas Blog - + -

Virtual Reality and the future of Web Based Gaming

· 4 min read
Christy O'Connor
Community Manager

On Thursday 19th of June we will be showcasing some of our recent work with the amazing and exciting Oculus Rift Development Kit. In the build up and anticipation to this event we hope to convey why Virtual Reality and revolutionary hardware from Oculus VR are set to be a part of our future at PlayCanvas. Playing a game in VR is one thing. Making a game in VR...now that really is the future.

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playcanvas oculus1

Meet the PlayCanvas team: Will Eastcott

· 3 min read
Christy O'Connor
Community Manager

Our recent commitment to open sourcing is not the only thing we at PlayCanvas are open about. To help get in touch with our community, we are starting a series of posts about the people behind PlayCanvas. From the informative down to the outright silly, step deeper into our world.

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Virtual Reality and the future of Web Based Gaming

· 4 min read
Community Manager

On Thursday 19th of June we will be showcasing some of our recent work with the amazing and exciting Oculus Rift Development Kit. In the build up and anticipation to this event we hope to convey why Virtual Reality and revolutionary hardware from Oculus VR are set to be a part of our future at PlayCanvas. Playing a game in VR is one thing. Making a game in VR...now that really is the future.

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playcanvas oculus1

Meet the PlayCanvas team: Will Eastcott

· 3 min read
Community Manager

Our recent commitment to open sourcing is not the only thing we at PlayCanvas are open about. To help get in touch with our community, we are starting a series of posts about the people behind PlayCanvas. From the informative down to the outright silly, step deeper into our world.

Will

"I wanted to work at Marvel Comics when I was 18 but my coding skills won out which is probably for the best!"

First up is Will, our CEO and co-founder, from everyone's favorite sleepy little town Bedford, England!

PlayCanvas Update 13/06/14

· One min read
Christy O'Connor
Community Manager

construction_kit-001

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After a busy week here in the PlayCanvas office, we thought what better way to champion our efforts than to give you a taste of what's happened at our HQ. We plan to start a series of weekly updates so you know what is keeping PlayCanvas at its best. Here's the latest news...

Snappy New Update

· One min read
Christy O'Connor
Community Manager

Game developers and the idea of perfection are never far apart and we are pleased to announce a new feature that allows you to be as precise as your project demands. If you were thinking what we were thinking then...SNAP!

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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.

PlayCanvas Update 13/06/14

· One min read
Community Manager

construction_kit-001

+

After a busy week here in the PlayCanvas office, we thought what better way to champion our efforts than to give you a taste of what's happened at our HQ. We plan to start a series of weekly updates so you know what is keeping PlayCanvas at its best. Here's the latest news...

Snappy New Update

· One min read
Community Manager

Game developers and the idea of perfection are never far apart and we are pleased to announce a new feature that allows you to be as precise as your project demands. If you were thinking what we were thinking then...SNAP!

snap screenshot

iOS WebGL Support

· One min read

PlayCanvas on iPhone

Looks like Will was right with his predictions for the Apple announcements at WWDC. Our friends at Ludei have confirmed that WebGL is supported on iOS devices.

This is great news for PlayCanvas users who can now deploy games to every major browser, whether mobile or desktop.

PlayCanvas goes open source

· 6 min read

When we first started PlayCanvas (over 2,716 commits ago) WebGL was just beginning to make it's way from Chrome and Firefox Nightlies into stable releases. Fast-forward to 3 years and WebGL is everywhere, Firefox and Chrome have strong support both on desktop and on mobile. And just this week the final player Apple have joined us with WebGL support for both Safari and iOS.

diff --git a/page/2/index.html b/page/2/index.html index 1d714ece9..c7b0a4b9e 100644 --- a/page/2/index.html +++ b/page/2/index.html @@ -3,9 +3,9 @@ -Blog | PlayCanvas Blog +Blog | PlayCanvas Blog - + @@ -20,7 +20,7 @@

WebGPU Area Lights
PlayCanvas WebGPU Clustered Area Lights Demo

WebXR AR Made Easy with PlayCanvas

· One min read
Steven Yau
Partner Relations Manager

We are excited to announce the launch of our WebXR AR Starter Kit, available in the New Project dialog today!

New Project WebXR

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WebXR 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!

How to make your HTML5 Games Awesome!

· 12 min read
Paulo Oliveira
Associate Partner Support Engineer

How To Make Your HTML5 Games Awesome

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WebXR 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!

How to make your HTML5 Games Awesome!

· 12 min read
Associate Partner Support Engineer

How To Make Your HTML5 Games Awesome

The 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.

glTF 2.0 Import Arrives in the PlayCanvas Editor

· 4 min read

We are excited to announce a major update for the PlayCanvas Editor: glTF 2.0 import. This new feature allows users to easily import and use 3D models created in other applications such as Blender and SketchUp, as well as from digital asset stores like Sketchfab, directly into the PlayCanvas Editor.

diff --git a/page/20/index.html b/page/20/index.html index b133a7c6c..cd9ec6957 100644 --- a/page/20/index.html +++ b/page/20/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/21/index.html b/page/21/index.html index e1fc63984..f8bf0a106 100644 --- a/page/21/index.html +++ b/page/21/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/22/index.html b/page/22/index.html index feeffc9f6..efa872ed6 100644 --- a/page/22/index.html +++ b/page/22/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/23/index.html b/page/23/index.html index 3d02a3a6b..12052dbf3 100644 --- a/page/23/index.html +++ b/page/23/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/24/index.html b/page/24/index.html index a9ed98ea3..6d3c2a061 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 54afdfec5..7ce477fa1 100644 --- a/page/3/index.html +++ b/page/3/index.html @@ -3,17 +3,17 @@ -Blog | PlayCanvas Blog +Blog | PlayCanvas Blog - +

Porting from Unity to PlayCanvas - Developer Spotlight with Christina Kaliora

· 5 min read
Steven Yau
Partner Relations Manager

Welcome to Developer Spotlight! A new series of blog articles where we talk to developers about how they use PlayCanvas and showcase the fantastic work they are doing on the Web.

diff --git a/page/4/index.html b/page/4/index.html index 22c7e02dc..87436f623 100644 --- a/page/4/index.html +++ b/page/4/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/5/index.html b/page/5/index.html index 162693069..cba6677d0 100644 --- a/page/5/index.html +++ b/page/5/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/6/index.html b/page/6/index.html index e109bb459..677005697 100644 --- a/page/6/index.html +++ b/page/6/index.html @@ -5,7 +5,7 @@ Blog | PlayCanvas Blog - + diff --git a/page/7/index.html b/page/7/index.html index 518cd65fc..e70a499e9 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 56b0c78a9..5d3702052 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 803b06372..cbadc3230 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 34bd83d56..effa71353 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 44dce023b..5398aa65d 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 5da61e1bc..f438753e8 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 8a134b275..7c1a84023 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 536b8e0c3..843023ddd 100644 --- a/plan-updates-more-storage-more-features-same-price/index.html +++ b/plan-updates-more-storage-more-features-same-price/index.html @@ -5,7 +5,7 @@ Plan Updates: More Storage, More Features, Same Price | PlayCanvas Blog - + diff --git a/platform-game-starter-kit/index.html b/platform-game-starter-kit/index.html index f455a7d32..9cbb8479c 100644 --- a/platform-game-starter-kit/index.html +++ b/platform-game-starter-kit/index.html @@ -5,7 +5,7 @@ Platform Game Starter Kit | PlayCanvas Blog - + diff --git a/playcanvas-adds-sketchfab-integration/index.html b/playcanvas-adds-sketchfab-integration/index.html index 30323c97b..908e6579d 100644 --- a/playcanvas-adds-sketchfab-integration/index.html +++ b/playcanvas-adds-sketchfab-integration/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 cde3d7e3b..06f6c5646 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 fcd300641..0cd1cce19 100644 --- a/playcanvas-community-part-2-announcing-playcanvas-discussion/index.html +++ b/playcanvas-community-part-2-announcing-playcanvas-discussion/index.html @@ -5,7 +5,7 @@ PlayCanvas Community Part 2 - Announcing PlayCanvas Discussion | PlayCanvas Blog - + diff --git a/playcanvas-december-mega-update/index.html b/playcanvas-december-mega-update/index.html index 2f2a65cc0..0ccc44c75 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 59f440a4d..e97390198 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-hits-2-0-0/index.html b/playcanvas-engine-hits-2-0-0/index.html index b425e3cc1..5ee3a2e6e 100644 --- a/playcanvas-engine-hits-2-0-0/index.html +++ b/playcanvas-engine-hits-2-0-0/index.html @@ -5,7 +5,7 @@ PlayCanvas Engine Hits 2.0.0 | PlayCanvas Blog - + diff --git a/playcanvas-engine-reaches-1-0-0/index.html b/playcanvas-engine-reaches-1-0-0/index.html index 1fbafcc9e..b8d058ad8 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 33140b725..187458f1f 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 0760bc200..0f23a00ce 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 3e6bd1f03..d44c40002 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 c4cb05b2e..b82cf051a 100644 --- a/playcanvas-game-jam/index.html +++ b/playcanvas-game-jam/index.html @@ -5,7 +5,7 @@ PlayCanvas Game Jam | PlayCanvas Blog - + diff --git a/playcanvas-goes-open-source/index.html b/playcanvas-goes-open-source/index.html index 91c8cfc57..61276a49e 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 - + diff --git a/playcanvas-google-io/index.html b/playcanvas-google-io/index.html index f6359e101..4f85d6ec8 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 6567602e1..3d7214524 100644 --- a/playcanvas-in-2014-a-year-in-review/index.html +++ b/playcanvas-in-2014-a-year-in-review/index.html @@ -3,13 +3,13 @@ -PlayCanvas in 2014: A Year In Review | PlayCanvas Blog +PlayCanvas in 2014: A Year In Review | PlayCanvas Blog - + -

PlayCanvas in 2014: A Year In Review

· 5 min read
Christy O'Connor
Community Manager

In 2011, PlayCanvas started its journey as the world's first cloud-hosted game development platform, and over three years later we’re still giving you the next generation toolset to build, share and play video games.

+

PlayCanvas in 2014: A Year In Review

· 5 min read
Community Manager

In 2011, PlayCanvas started its journey as the world's first cloud-hosted game development platform, and over three years later we’re still giving you the next generation toolset to build, share and play video games.

In 2014 our community has grown from roughly 2,000 to over 20,000 users and there has been over 2,000,000 views of PlayCanvas projects. There really has never been a better time to join us! So without further ado, here’s a look back at PlayCanvas and the Games industry in 2014 and glance ahead into the new year.

Features

SWOOOP background

diff --git a/playcanvas-in-2015-webgl-goes-mainstream/index.html b/playcanvas-in-2015-webgl-goes-mainstream/index.html index 0055cb7e1..31a4b9e12 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 d600409ac..80d5dd270 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 e0ff714bf..ca68bbc31 100644 --- a/playcanvas-in-ludum-dare-31/index.html +++ b/playcanvas-in-ludum-dare-31/index.html @@ -3,13 +3,13 @@ -PLAYCANVAS in LUDUM DARE 31 | PlayCanvas Blog +PLAYCANVAS in LUDUM DARE 31 | PlayCanvas Blog - + -

PLAYCANVAS in LUDUM DARE 31

· 3 min read
Christy O'Connor
Community Manager

Ludum Dare 31 has come and gone, but many great projects featured PlayCanvas over the course of the weekend. Here's your round up for our involvement in one of the most popular Game Jams in the world.

+

PLAYCANVAS in LUDUM DARE 31

· 3 min read
Community Manager

Ludum Dare 31 has come and gone, but many great projects featured PlayCanvas over the course of the weekend. Here's your round up for our involvement in one of the most popular Game Jams in the world.

Winter Blast

What is the Ludum Dare?

Remaining active for over 12 years (making it one of the longest Game Jams in existence) to this day LUDUM DARE is an event run by game developers for game developers. During a Ludum Dare, 'developers from around the world spend a weekend creating games based on a theme suggested by the community' competing for a grand prize of nothing. Crazy we know, but this grand prize is for good reason. Your prize is your product.

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 fdac59dde..94b5c3047 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 1e718e96f..e286ad913 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 ac5a722cf..74854b63b 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 517ceea33..e30f51148 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 ff8ce0ae5..3d86c4f91 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 6a0a4775e..17f7e7e2e 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 9e2dc60e9..41d71bb5e 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 @@ -5,7 +5,7 @@ PlayCanvas pioneers 3D rich media ad format for Facebook and Twitter | PlayCanvas Blog - + diff --git a/playcanvas-referrals-just-a-little-thank-you/index.html b/playcanvas-referrals-just-a-little-thank-you/index.html index 901360897..32eb1cb3c 100644 --- a/playcanvas-referrals-just-a-little-thank-you/index.html +++ b/playcanvas-referrals-just-a-little-thank-you/index.html @@ -3,13 +3,13 @@ -PlayCanvas Referrals: Just a little Thank You | PlayCanvas Blog +PlayCanvas Referrals: Just a little Thank You | PlayCanvas Blog - + -

PlayCanvas Referrals: Just a little Thank You

· One min read
Christy O'Connor
Community Manager

The PlayCanvas Community is growing all the time and we know that some of that growth is down to your hard work in promoting the engine.

+

PlayCanvas Referrals: Just a little Thank You

· One min read
Community Manager

The PlayCanvas Community is growing all the time and we know that some of that growth is down to your hard work in promoting the engine.

Last month we introduced our DevLog to help strengthen the PlayCanvas Community and this month the Referrals feature is our way of saying thank you for using and sharing our engine. PlayCanvas simply wouldn't work without you, our Community.

How Does It Work?

Simply share your unique Referral link where and when you please and if a user signs up to PlayCanvas using your link, you are entitled to 5% of everything that they buy and sell on PlayCanvas over the period of 1 year. The more people that sign up with the link that you shared, the more benefits you will receive.

diff --git a/playcanvas-referrals-program/index.html b/playcanvas-referrals-program/index.html index 4c2fa74d5..477d721cf 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 1cd24db7b..854d4599a 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 0d140f35e..4748ca49b 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 0828fdea1..ff7d51145 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 3813d84d9..fa78e7393 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 a59ff5706..e90be4c76 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 6f6c17717..4d6be5c6d 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 96df1421a..0ae3bbe98 100644 --- a/playcanvas-sxsw/index.html +++ b/playcanvas-sxsw/index.html @@ -5,7 +5,7 @@ PlayCanvas @ SXSW | PlayCanvas Blog - + diff --git a/playcanvas-teams-with-tizen/index.html b/playcanvas-teams-with-tizen/index.html index 8387b9ab5..2aa3ae4b8 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 1676aa14e..b19be1fb1 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 d02ed35d5..c9690bd7c 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 041c1094b..12e881bcc 100644 --- a/playcanvas-update-040714/index.html +++ b/playcanvas-update-040714/index.html @@ -3,13 +3,13 @@ -PlayCanvas Update 04/07/14 | PlayCanvas Blog +PlayCanvas Update 04/07/14 | PlayCanvas Blog - + -

PlayCanvas Update 04/07/14

· 2 min read
Christy O'Connor
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.

+

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

Asset Lists

diff --git a/playcanvas-update-040814/index.html b/playcanvas-update-040814/index.html index d07b7268e..fb934293a 100644 --- a/playcanvas-update-040814/index.html +++ b/playcanvas-update-040814/index.html @@ -3,13 +3,13 @@ -PlayCanvas Update 04/08/14 | PlayCanvas Blog +PlayCanvas Update 04/08/14 | PlayCanvas Blog - + -

PlayCanvas Update 04/08/14

· 2 min read

This week, we've improved your Dashboard, Projects and Profile pages and now have a full introductory video series to make PlayCanvas more accessible than ever.

+

PlayCanvas Update 04/08/14

· 2 min read

This week, we've improved your Dashboard, Projects and Profile pages and now have a full introductory video series to make PlayCanvas more accessible than ever.

Video Series: Introduction to PlayCanvas

Robot Dancing

We've created a new series of videos that run through a complete introduction to PlayCanvas. For new users, or for people who just want a refresher course on things they have missed this is essential viewing. See it on our Youtube channel.

diff --git a/playcanvas-update-080814/index.html b/playcanvas-update-080814/index.html index e0e4a3dff..e6ae0f845 100644 --- a/playcanvas-update-080814/index.html +++ b/playcanvas-update-080814/index.html @@ -3,13 +3,13 @@ -PlayCanvas Update 08/08/14 | PlayCanvas Blog +PlayCanvas Update 08/08/14 | PlayCanvas Blog - + -

PlayCanvas Update 08/08/14

· One min read

This week, we're preparing to attend gamescom, GDC Europe and SIGGRAPH. Here's a quick reminder:

+

PlayCanvas Update 08/08/14

· One min read

This week, we're preparing to attend gamescom, GDC Europe and SIGGRAPH. Here's a quick reminder:

SIGGRAPH

In a few days PlayCanvas will be at SIGGRAPH. We'll be demonstrating how you can use PlayCanvas to develop 3D games for mobile platforms. For anyone lucky enough to attend, we'll be at Mobile Pavilion #933, in conjunction with ARM - you're all welcome to pay us a visit. Or get in touch if you'd like to set up a meeting.

gamescom and GDC Europe

diff --git a/playcanvas-update-110714/index.html b/playcanvas-update-110714/index.html index 4be5a258e..f6118e89c 100644 --- a/playcanvas-update-110714/index.html +++ b/playcanvas-update-110714/index.html @@ -3,13 +3,13 @@ -PlayCanvas Update 11/07/14 | PlayCanvas Blog +PlayCanvas Update 11/07/14 | PlayCanvas Blog - + -

PlayCanvas Update 11/07/14

· 2 min read

Despite a tide of sickness this week we still have a great list of updates for all you PlayCanvasers! What would be the phrase you use to describe someone who uses PlayCanvas? I don’t know... anyway, the updates for this week.

+

PlayCanvas Update 11/07/14

· 2 min read

Despite a tide of sickness this week we still have a great list of updates for all you PlayCanvasers! What would be the phrase you use to describe someone who uses PlayCanvas? I don’t know... anyway, the updates for this week.

New Features and Bug fixes

Our Engineering team have been busy:

    diff --git a/playcanvas-update-150814/index.html b/playcanvas-update-150814/index.html index 93a2d1959..49f5be062 100644 --- a/playcanvas-update-150814/index.html +++ b/playcanvas-update-150814/index.html @@ -3,13 +3,13 @@ -PlayCanvas Update 15/08/14 | PlayCanvas Blog +PlayCanvas Update 15/08/14 | PlayCanvas Blog - + -

    PlayCanvas Update 15/08/14

    · One min read

    This week, PlayCanvas traveled far and wide to attend the world's biggest games and graphics conferences.

    +

    PlayCanvas Update 15/08/14

    · One min read

    This week, PlayCanvas traveled far and wide to attend the world's biggest games and graphics conferences.

    GDC Europe, gamescom and SIGGRAPH

    Will (PlayCanvas CEO) headed off to GDC Europe and gamescomthis week while Dave (PlayCanvas CTO) traveled to Vancouver for SIGGRAPH. PlayCanvas made a real splash at both and in the next few days, we'll be writing a blog entry dedicated to each trip.

    Features and Fixes

    diff --git a/playcanvas-update-18714/index.html b/playcanvas-update-18714/index.html index fdf707432..db265f0f0 100644 --- a/playcanvas-update-18714/index.html +++ b/playcanvas-update-18714/index.html @@ -3,13 +3,13 @@ -PlayCanvas Update 18/7/14 | PlayCanvas Blog +PlayCanvas Update 18/7/14 | PlayCanvas Blog - + -

    PlayCanvas Update 18/7/14

    · 2 min read

    Welcome PlayCanvas fans! Tea and coffee spillages have menaced the office this week but still we carry on. Here are the updates for this week.

    +

    PlayCanvas Update 18/7/14

    · 2 min read

    Welcome PlayCanvas fans! Tea and coffee spillages have menaced the office this week but still we carry on. Here are the updates for this week.

    Features and Fixes

    • New Gizmos for you to play with. We've enhanced the Designer gizmo controls. See the screenshots and descriptions below.
    • diff --git a/playcanvas-update-200614/index.html b/playcanvas-update-200614/index.html index 9101a435d..7fa1e4731 100644 --- a/playcanvas-update-200614/index.html +++ b/playcanvas-update-200614/index.html @@ -3,13 +3,13 @@ -PlayCanvas Update 20/06/14 | PlayCanvas Blog +PlayCanvas Update 20/06/14 | PlayCanvas Blog - + -

      PlayCanvas Update 20/06/14

      · 2 min read
      Christy O'Connor
      Community Manager

      Now it really has been a busy week for us and we have so much to tell you about. Here's a run down on improvements to the engine and what happened behind the scenes at PlayCanvas this week.

      +

      PlayCanvas Update 20/06/14

      · 2 min read
      Community Manager

      Now it really has been a busy week for us and we have so much to tell you about. Here's a run down on improvements to the engine and what happened behind the scenes at PlayCanvas this week.

      User Camera View

      You can now view your scene from any Entity that has a camera component in your scene. Either right-click in the 3D view and select the camera you want from there, or alternatively do it from this new combo box (below). You can also move the selected camera wherever you want using the normal camera controls in the Designer.

      Camera Select

      diff --git a/playcanvas-update-211114/index.html b/playcanvas-update-211114/index.html index 2efd693d5..5362f62ca 100644 --- a/playcanvas-update-211114/index.html +++ b/playcanvas-update-211114/index.html @@ -3,13 +3,13 @@ -PlayCanvas Update 21/11/14 | PlayCanvas Blog +PlayCanvas Update 21/11/14 | PlayCanvas Blog - + -

      PlayCanvas Update 21/11/14

      · 3 min read
      Christy O'Connor
      Community Manager

      We haven't been keeping up our weekly update as much as we really should and for that we are eternally sorry. However, from a new particle system beta to the even newer watching and starring functions this week is no disappointment. Lets go!

      +

      PlayCanvas Update 21/11/14

      · 3 min read
      Community Manager

      We haven't been keeping up our weekly update as much as we really should and for that we are eternally sorry. However, from a new particle system beta to the even newer watching and starring functions this week is no disappointment. Lets go!

      PLAYHACK_boxes

      Features

      New Particle System

      diff --git a/playcanvas-update-2192014/index.html b/playcanvas-update-2192014/index.html index b616a6b5a..ca47aef8a 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 f1760c6dc..7b4a58949 100644 --- a/playcanvas-update-25714/index.html +++ b/playcanvas-update-25714/index.html @@ -3,13 +3,13 @@ -PlayCanvas Update 25/7/14 | PlayCanvas Blog +PlayCanvas Update 25/7/14 | PlayCanvas Blog - + -

      PlayCanvas Update 25/7/14

      · 2 min read

      Welcome back PlayCanvas fans. We have a few new developments, so here are the updates for this week.

      +

      PlayCanvas Update 25/7/14

      · 2 min read

      Welcome back PlayCanvas fans. We have a few new developments, so here are the updates for this week.

      Features and Fixes

      • We've added a new opaque blend mode for materials - just set the 'Blend Type' option to 'None' in the lowermost box in the Material Editor. Just a reminder: left-click on any object twice to display the Material Editor. Note that this now means that when you set the material opacity in the engine you also have to manually (set the 'blendType' to pc.scene.BLEND_NORMAL) - this is no longer done automatically.
      • diff --git a/playcanvas-update-27-06-14/index.html b/playcanvas-update-27-06-14/index.html index 2f7aa7710..332a47f1d 100644 --- a/playcanvas-update-27-06-14/index.html +++ b/playcanvas-update-27-06-14/index.html @@ -3,13 +3,13 @@ -PlayCanvas Update 27/06/14 | PlayCanvas Blog +PlayCanvas Update 27/06/14 | PlayCanvas Blog - + -

        PlayCanvas Update 27/06/14

        · 2 min read
        Christy O'Connor
        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.

        +

        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

        New Custom and Built-In Post Effects

        diff --git a/playcanvas-update-51214/index.html b/playcanvas-update-51214/index.html index 25202438b..2bbeac85b 100644 --- a/playcanvas-update-51214/index.html +++ b/playcanvas-update-51214/index.html @@ -3,13 +3,13 @@ -PlayCanvas Update 5/12/14 | PlayCanvas Blog +PlayCanvas Update 5/12/14 | PlayCanvas Blog - + -

        PlayCanvas Update 5/12/14

        · 3 min read
        Christy O'Connor
        Community Manager

        Its been a year full of huge announcements for us and the first iteration our Asset Store is certainly no small matter. From the PlayCanvas Store to a Ludum Dare deal (and everything in between), here's what has happened at PlayCanvas over the past week.

        +

        PlayCanvas Update 5/12/14

        · 3 min read
        Community Manager

        Its been a year full of huge announcements for us and the first iteration our Asset Store is certainly no small matter. From the PlayCanvas Store to a Ludum Dare deal (and everything in between), here's what has happened at PlayCanvas over the past week.

        PlayCanvas Store

        PlayCanvas_Store

        Today we launched the Beta version of the PlayCanvas Store! While the current version only has around 40 3D models in total, as the PlayCanvas Store grows we should hope to see thousands of game ready assets become available to our community. Try the beta for free at https://store.playcanvas.com/.

        diff --git a/playcanvas-update/index.html b/playcanvas-update/index.html index ce2bce0bf..7e82bdbec 100644 --- a/playcanvas-update/index.html +++ b/playcanvas-update/index.html @@ -3,13 +3,13 @@ -PlayCanvas Update 13/06/14 | PlayCanvas Blog +PlayCanvas Update 13/06/14 | PlayCanvas Blog - + -

        PlayCanvas Update 13/06/14

        · One min read
        Christy O'Connor
        Community Manager

        construction_kit-001

        +

        PlayCanvas Update 13/06/14

        · One min read
        Community Manager

        construction_kit-001

        After a busy week here in the PlayCanvas office, we thought what better way to champion our efforts than to give you a taste of what's happened at our HQ. We plan to start a series of weekly updates so you know what is keeping PlayCanvas at its best. Here's the latest news...

        • We completely reworked our back-end API. All page loads are now 50% to 1000% times quicker.
        • diff --git a/playcanvas-versus-unity-webgl/index.html b/playcanvas-versus-unity-webgl/index.html index 72a2a3ba9..56f2d52ec 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 14a24ba99..647009fad 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 4be26984d..5bcf3398e 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 @@ -3,13 +3,13 @@ -PlayCanvas Voted the Leading WebGL Engine | PlayCanvas Blog +PlayCanvas Voted the Leading WebGL Engine | PlayCanvas Blog - + -

          PlayCanvas Voted the Leading WebGL Engine

          · 2 min read
          Christy O'Connor
          Community Manager

          develop 1001-003

          +

          PlayCanvas Voted the Leading WebGL Engine

          · 2 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'.

          All we ask of you our PlayCanvas family is that you keep your ears and eyes peeled. With all the great plans we have lined up for the near future we expect that the recent accolades will be the first of many. Until then we are glad that the game development industry are taking notice of our fresh take on the game engine.

          diff --git a/playhack-april-rolling-balls-and-platforms/index.html b/playhack-april-rolling-balls-and-platforms/index.html index aaf7c5f9d..36bfe8432 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 099752772..8b21fca2d 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 267f38dc1..ef22b9799 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 a69ff8eed..688641e2e 100644 --- a/playhack-december-jolly-santa/index.html +++ b/playhack-december-jolly-santa/index.html @@ -3,13 +3,13 @@ -PLAYHACK December: Jolly Santa | PlayCanvas Blog +PLAYHACK December: Jolly Santa | PlayCanvas Blog - + -

          PLAYHACK December: Jolly Santa

          · 3 min read
          Christy O'Connor
          Community Manager

          PLAYHACK Logo

          +

          PLAYHACK December: Jolly Santa

          · 3 min read
          Community Manager

          PLAYHACK Logo

          If spending part of your December making a festively themed game doesn't get you in the mood for the Christmas season, we don't know what will.

          Its December 2014 and before the year is out we have a festive game jam for you to test your skills in.

          How does it work?

          diff --git a/playhack-december-player-character/index.html b/playhack-december-player-character/index.html index 534168f7b..1a0fbc337 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 643f622ff..b399120ab 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 2ed9bf326..db38ea74c 100644 --- a/playhack-make-a-game-get-featured/index.html +++ b/playhack-make-a-game-get-featured/index.html @@ -3,13 +3,13 @@ -PLAYHACK - Make a game, get featured | PlayCanvas Blog +PLAYHACK - Make a game, get featured | PlayCanvas Blog - + -

          PLAYHACK - Make a game, get featured

          · 2 min read
          Christy O'Connor
          Community Manager

          PLAYHACK

          +

          PLAYHACK - Make a game, get featured

          · 2 min read
          Community Manager

          PLAYHACK

          Calling all Game Developers!

          PlayCanvas’ first ever PLAYHACK is upon us and that can only mean a whole month's worth of fun and some incredible game developing.

          How does it work?

          diff --git a/playhack-march-win-a-chromebook-2/index.html b/playhack-march-win-a-chromebook-2/index.html index 21cfa31a0..58e2047d3 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 937635701..1a5ae3773 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 821628b9a..9adae8a24 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 e17495b1a..0b68bfaa0 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 c8d6bf9dc..d3be4bca3 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 b9bd2e9ec..f5b177c14 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 be2c692ba..6148f6453 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 d80f2c284..5531c63a9 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 eb14c6269..c6a4c43f8 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 e0c07b94d..c05906eef 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 f76454b44..053983f0d 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 c50585918..e58065a1a 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 e65dc2e7c..15f5a2621 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 5ec76fc86..12e89da83 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 bbd50ae97..0d1391dc4 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 1672e7bce..dd58acc8e 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 39ff66dd9..882290b3a 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 0c3486164..854e267e1 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 862ed1ade..56e1e3891 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 3b862f6cf..5532a7018 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 1eee9092b..5a073f9bd 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/runtime-lightmap-generation-for-webgl/index.html b/runtime-lightmap-generation-for-webgl/index.html index 2b691eb07..3a44230d2 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 55891a8cb..c158adc4d 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 a1fbb8a67..ef10f4af5 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 13830460f..3d6404346 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 49d889041..e275e4e99 100644 --- a/snappy-new-update/index.html +++ b/snappy-new-update/index.html @@ -3,13 +3,13 @@ -Snappy New Update | PlayCanvas Blog +Snappy New Update | PlayCanvas Blog - + -

          Snappy New Update

          · One min read
          Christy O'Connor
          Community Manager

          Game developers and the idea of perfection are never far apart and we are pleased to announce a new feature that allows you to be as precise as your project demands. If you were thinking what we were thinking then...SNAP!

          +

          Snappy New Update

          · One min read
          Community Manager

          Game developers and the idea of perfection are never far apart and we are pleased to announce a new feature that allows you to be as precise as your project demands. If you were thinking what we were thinking then...SNAP!

          snap screenshot

          Due to popular demand (coming in particular from PlayCanvas user Crefossus), Entities now move incrementally as default. This feature allows you to quickly measure and perfectly place where your Entities need to be, no need to rotate the camera to make sure your items are perfectly in line.

          However if the fate of your game rests on being between our increments, have no fear. Holding shift will disable Snap while in the PlayCanvas Designer, you can also check and toggle the status of the snap function by using the magnet icon on your toolbar. Here's some help, just in case.

          diff --git a/starter-kits/index.html b/starter-kits/index.html index f94682a46..c9ba2674e 100644 --- a/starter-kits/index.html +++ b/starter-kits/index.html @@ -5,7 +5,7 @@ Starter Kits | PlayCanvas Blog - + diff --git a/supercharge-your-workflow-with-template-assets/index.html b/supercharge-your-workflow-with-template-assets/index.html index cb068b21a..866dccccd 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 588e6fb6e..6e3a3a8e5 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 0cfb9e50c..b3746206d 100644 --- a/swooop/index.html +++ b/swooop/index.html @@ -5,7 +5,7 @@ SWOOOP | PlayCanvas Blog - + diff --git a/tags/ads/index.html b/tags/ads/index.html index de56bee63..a62249e74 100644 --- a/tags/ads/index.html +++ b/tags/ads/index.html @@ -5,7 +5,7 @@ 3 posts tagged with "ads" | PlayCanvas Blog - + diff --git a/tags/animation/index.html b/tags/animation/index.html index 0f9d91d56..915510ed8 100644 --- a/tags/animation/index.html +++ b/tags/animation/index.html @@ -5,7 +5,7 @@ 2 posts tagged with "animation" | PlayCanvas Blog - + diff --git a/tags/apple/index.html b/tags/apple/index.html index ae8e53903..644e942c4 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 c430fbe01..85c601084 100644 --- a/tags/ar/index.html +++ b/tags/ar/index.html @@ -5,7 +5,7 @@ 6 posts tagged with "ar" | PlayCanvas Blog - + @@ -17,10 +17,10 @@

          New Project WebXR

          WebXR 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!

          diff --git a/tags/asset-store/index.html b/tags/asset-store/index.html index f3db5f489..6ba700e27 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 24d952008..3930e54b3 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 deb2029a5..e0137cdcb 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 671972e18..db52c5c78 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 807113e54..af12c925f 100644 --- a/tags/editor/index.html +++ b/tags/editor/index.html @@ -5,7 +5,7 @@ 50 posts tagged with "editor" | PlayCanvas Blog - + diff --git a/tags/editor/page/2/index.html b/tags/editor/page/2/index.html index a6893d5c0..4219bb3c4 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 - + diff --git a/tags/editor/page/3/index.html b/tags/editor/page/3/index.html index 312cd94c8..94668a36e 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 0707e5ea5..92334a98e 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 766a4cced..3cbff5ee4 100644 --- a/tags/editor/page/5/index.html +++ b/tags/editor/page/5/index.html @@ -5,11 +5,11 @@ 50 posts tagged with "editor" | PlayCanvas Blog - + -

          50 posts tagged with "editor"

          View All Tags

          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.

          Snappy New Update

          · One min read
          Christy O'Connor
          Community Manager

          Game developers and the idea of perfection are never far apart and we are pleased to announce a new feature that allows you to be as precise as your project demands. If you were thinking what we were thinking then...SNAP!

          +

          50 posts tagged with "editor"

          View All Tags

          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.

          Snappy New Update

          · One min read
          Community Manager

          Game developers and the idea of perfection are never far apart and we are pleased to announce a new feature that allows you to be as precise as your project demands. If you were thinking what we were thinking then...SNAP!

          snap screenshot

          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
          diff --git a/tags/engine/index.html b/tags/engine/index.html index dc6199a23..3601f7d65 100644 --- a/tags/engine/index.html +++ b/tags/engine/index.html @@ -5,7 +5,7 @@ 12 posts tagged with "engine" | PlayCanvas Blog - + diff --git a/tags/engine/page/2/index.html b/tags/engine/page/2/index.html index 612e6901b..f1569e401 100644 --- a/tags/engine/page/2/index.html +++ b/tags/engine/page/2/index.html @@ -5,7 +5,7 @@ 12 posts tagged with "engine" | PlayCanvas Blog - + diff --git a/tags/event/index.html b/tags/event/index.html index 42e73dd53..33703b7c4 100644 --- a/tags/event/index.html +++ b/tags/event/index.html @@ -5,14 +5,14 @@ 16 posts tagged with "event" | PlayCanvas Blog - +

          16 posts tagged with "event"

          View All Tags

          ENTI Brings you VideoGame Day in Mallorca

          · 2 min read

          PlayCanvas is passionate about education and many universities throughout the world are already using PlayCanvas to teach videogame development skills. One such school is ENTI, which is attached to the University of Barcelona in Catalonia, Spain.

          -

          videogameday

          HTML5 Game Development Community Meet Up

          · 2 min read
          Christy O'Connor
          Community Manager

          Last Thursday we hosted an event for around 50 members of the London HTML5 Game Development community at our Idea London office. After striking a deal with Papa John's, we had a great talk from Amazon's Jesse Freeman and caught up with a community that we are proud to be a part of.

          +

          videogameday

          HTML5 Game Development Community Meet Up

          · 2 min read
          Community Manager

          Last Thursday we hosted an event for around 50 members of the London HTML5 Game Development community at our Idea London office. After striking a deal with Papa John's, we had a great talk from Amazon's Jesse Freeman and caught up with a community that we are proud to be a part of.

          MEETUP

          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!

          diff --git a/tags/event/page/2/index.html b/tags/event/page/2/index.html index 808ef9dc2..3938edd78 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 - + diff --git a/tags/examples/index.html b/tags/examples/index.html index ab709d4d9..a2108d930 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 170e361cc..c55210cce 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 5f89357ce..a4d36a7fb 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 82c164518..357ebc0c3 100644 --- a/tags/game/index.html +++ b/tags/game/index.html @@ -5,7 +5,7 @@ 7 posts tagged with "game" | PlayCanvas Blog - + diff --git a/tags/gamedev/index.html b/tags/gamedev/index.html index 6f4551f4b..8b3197c3a 100644 --- a/tags/gamedev/index.html +++ b/tags/gamedev/index.html @@ -5,11 +5,11 @@ One post tagged with "gamedev" | PlayCanvas Blog - + -

          One post tagged with "gamedev"

          View All Tags

          How to make your HTML5 Games Awesome!

          · 12 min read
          Paulo Oliveira
          Associate Partner Support Engineer

          How To Make Your HTML5 Games Awesome

          + \ No newline at end of file diff --git a/tags/gaussian-splats/index.html b/tags/gaussian-splats/index.html index 3b31b5caa..22d7a2c51 100644 --- a/tags/gaussian-splats/index.html +++ b/tags/gaussian-splats/index.html @@ -5,7 +5,7 @@ 3 posts tagged with "gaussian-splats" | PlayCanvas Blog - + diff --git a/tags/gdc/index.html b/tags/gdc/index.html index b88487b3c..427b3b266 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 90e69f67e..6002473ad 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 17702d986..4a6d2048b 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 137bfbd1b..b9cef0460 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 c13556533..ab8af96b0 100644 --- a/tags/html-5/index.html +++ b/tags/html-5/index.html @@ -5,11 +5,11 @@ 4 posts tagged with "html5" | PlayCanvas Blog - + -

          4 posts tagged with "html5"

          View All Tags

          How to make your HTML5 Games Awesome!

          · 12 min read
          Paulo Oliveira
          Associate Partner Support Engineer

          How To Make Your HTML5 Games Awesome

          +

          4 posts tagged with "html5"

          View All Tags

          How to make your HTML5 Games Awesome!

          · 12 min read
          Associate Partner Support Engineer

          How To Make Your HTML5 Games Awesome

          The 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.

          HTML5 APIs for game developers

          · 5 min read

          One of the best and worst things about making games for web browsers is that the platform is a moving target. New features are constantly proposed, specced out and implemented. At the moment while many features are in a nascent state, keeping track of which features are available in which browsers is a bit of a pain.

          This page is an effort to supply a list of HTML5 APIs that I think game developers want to know about and their availability in different browsers. Hopefully we'll gradually see this all go green.

          diff --git a/tags/index.html b/tags/index.html index 158225ed4..4172282e9 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 392ce4ada..a9ae7115a 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 eb0919998..1779210bd 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 4a1a875b7..bc209ecdb 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 7e787cfb7..d7a196572 100644 --- a/tags/localization/index.html +++ b/tags/localization/index.html @@ -5,7 +5,7 @@ One post tagged with "localization" | PlayCanvas Blog - + diff --git a/tags/ludum-dare/index.html b/tags/ludum-dare/index.html index f88773ac6..799fafeb2 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 73dc267e1..d6b508c92 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 6a9a3918f..1b5341939 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 0d309e83e..3bd603a2e 100644 --- a/tags/networking/index.html +++ b/tags/networking/index.html @@ -5,7 +5,7 @@ 2 posts tagged with "networking" | PlayCanvas Blog - + diff --git a/tags/news/index.html b/tags/news/index.html index 34462536d..0a671b483 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 020e91122..a1468f87e 100644 --- a/tags/oculus/index.html +++ b/tags/oculus/index.html @@ -5,11 +5,11 @@ One post tagged with "oculus" | PlayCanvas Blog - + -

          One post tagged with "oculus"

          View All Tags

          Virtual Reality and the future of Web Based Gaming

          · 4 min read
          Christy O'Connor
          Community Manager

          On Thursday 19th of June we will be showcasing some of our recent work with the amazing and exciting Oculus Rift Development Kit. In the build up and anticipation to this event we hope to convey why Virtual Reality and revolutionary hardware from Oculus VR are set to be a part of our future at PlayCanvas. Playing a game in VR is one thing. Making a game in VR...now that really is the future.

          + \ No newline at end of file diff --git a/tags/open-source/index.html b/tags/open-source/index.html index 5d7d4aa76..9aa6821c8 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 - + diff --git a/tags/partnership/index.html b/tags/partnership/index.html index e727b05ae..cc6d134b6 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 d37d2343a..3518909e6 100644 --- a/tags/pcui/index.html +++ b/tags/pcui/index.html @@ -5,7 +5,7 @@ 4 posts tagged with "pcui" | PlayCanvas Blog - + diff --git a/tags/performance/index.html b/tags/performance/index.html index 181343539..3e812316b 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 a977a5eb4..68b712526 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 70363dfdb..0b6210f98 100644 --- a/tags/plans/index.html +++ b/tags/plans/index.html @@ -5,7 +5,7 @@ 3 posts tagged with "plans" | PlayCanvas Blog - + diff --git a/tags/publishing/index.html b/tags/publishing/index.html index 0ccb8dc4d..63cb9f1d6 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 162778d11..4d0179b1b 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 481e5b45c..20acf1156 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 7f166e7e4..326b63c75 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 31d6344a9..6424083e0 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 5fe81348f..648659e64 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 05352b4f8..affd31faa 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 2bdf002f2..df98d0927 100644 --- a/tags/spotlight/index.html +++ b/tags/spotlight/index.html @@ -5,14 +5,14 @@ 5 posts tagged with "spotlight" | PlayCanvas Blog - +

          5 posts tagged with "spotlight"

          View All Tags

          Porting from Unity to PlayCanvas - Developer Spotlight with Christina Kaliora

          · 5 min read
          Steven Yau
          Partner Relations Manager

          Welcome to Developer Spotlight! A new series of blog articles where we talk to developers about how they use PlayCanvas and showcase the fantastic work they are doing on the Web.

          diff --git a/tags/supersplat/index.html b/tags/supersplat/index.html index 8b67be69b..76b6d3a9e 100644 --- a/tags/supersplat/index.html +++ b/tags/supersplat/index.html @@ -5,7 +5,7 @@ 3 posts tagged with "supersplat" | PlayCanvas Blog - + diff --git a/tags/swooop/index.html b/tags/swooop/index.html index 2ee950e49..0c0588026 100644 --- a/tags/swooop/index.html +++ b/tags/swooop/index.html @@ -5,7 +5,7 @@ 2 posts tagged with "swooop" | PlayCanvas Blog - + diff --git a/tags/tanx/index.html b/tags/tanx/index.html index 1fae45e82..821a4af46 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 8e2bea2e6..914164a35 100644 --- a/tags/team/index.html +++ b/tags/team/index.html @@ -5,18 +5,18 @@ 7 posts tagged with "team" | PlayCanvas Blog - + -

          7 posts tagged with "team"

          View All Tags

          Meet the PlayCanvas team: Dave Evans

          · 3 min read
          Christy O'Connor
          Community Manager

          Dave

          -

          Next up is PlayCanvas' Chief Technical Officer who shares his name with beanie clad U2 Guitarist 'The Edge', Dave Evans. Dave grew up just outside of Cambridge in Duxford where he says he was regularly dive-bombed by old planes from the nearby Imperial war Museum.

          Meet the PlayCanvas team: Vaios Kalpias-Illias

          · 4 min read
          Christy O'Connor
          Community Manager

          Vaios

          +

          7 posts tagged with "team"

          View All Tags

          Meet the PlayCanvas team: Dave Evans

          · 3 min read
          Community Manager

          Dave

          +

          Next up is PlayCanvas' Chief Technical Officer who shares his name with beanie clad U2 Guitarist 'The Edge', Dave Evans. Dave grew up just outside of Cambridge in Duxford where he says he was regularly dive-bombed by old planes from the nearby Imperial war Museum.

          Meet the PlayCanvas team: Will Eastcott

          · 3 min read
          Christy O'Connor
          Community Manager

          Our recent commitment to open sourcing is not the only thing we at PlayCanvas are open about. To help get in touch with our community, we are starting a series of posts about the people behind PlayCanvas. From the informative down to the outright silly, step deeper into our world.

          +

          Vaios comes from Athens, Greece (if his name wasn't giving anything away) and he is a Senior Engineer here at PlayCanvas.

          Meet the PlayCanvas team: Will Eastcott

          · 3 min read
          Community Manager

          Our recent commitment to open sourcing is not the only thing we at PlayCanvas are open about. To help get in touch with our community, we are starting a series of posts about the people behind PlayCanvas. From the informative down to the outright silly, step deeper into our world.

          Will

          "I wanted to work at Marvel Comics when I was 18 but my coding skills won out which is probably for the best!"

          diff --git a/tags/templates/index.html b/tags/templates/index.html index bbd0fb28b..59f24b345 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 5ab62002d..9933bc79c 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 8e79a0986..299392c08 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 7b958bc08..1e93b2dee 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 974ca99c0..be8018d9c 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 f7bbad352..281b35590 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 ec65921b5..0c9787d48 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 6e787fbc3..81409640f 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 5f1dc9da4..14bc5f27c 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 a8108215e..81775b69a 100644 --- a/tags/vr/index.html +++ b/tags/vr/index.html @@ -5,7 +5,7 @@ 6 posts tagged with "vr" | PlayCanvas Blog - + @@ -17,7 +17,7 @@

          Try it in fullscreen

          Virtual Reality and the future of Web Based Gaming

          · 4 min read
          Christy O'Connor
          Community Manager

          On Thursday 19th of June we will be showcasing some of our recent work with the amazing and exciting Oculus Rift Development Kit. In the build up and anticipation to this event we hope to convey why Virtual Reality and revolutionary hardware from Oculus VR are set to be a part of our future at PlayCanvas. Playing a game in VR is one thing. Making a game in VR...now that really is the future.

          +

          cardboard-vr

          Virtual Reality and the future of Web Based Gaming

          · 4 min read
          Community Manager

          On Thursday 19th of June we will be showcasing some of our recent work with the amazing and exciting Oculus Rift Development Kit. In the build up and anticipation to this event we hope to convey why Virtual Reality and revolutionary hardware from Oculus VR are set to be a part of our future at PlayCanvas. Playing a game in VR is one thing. Making a game in VR...now that really is the future.

          playcanvas oculus1

          \ No newline at end of file diff --git a/tags/webgl/index.html b/tags/webgl/index.html index 6f58d054f..44d261317 100644 --- a/tags/webgl/index.html +++ b/tags/webgl/index.html @@ -5,11 +5,11 @@ 9 posts tagged with "webgl" | PlayCanvas Blog - + -

          9 posts tagged with "webgl"

          View All Tags

          How to make your HTML5 Games Awesome!

          · 12 min read
          Paulo Oliveira
          Associate Partner Support Engineer

          How To Make Your HTML5 Games Awesome

          +

          9 posts tagged with "webgl"

          View All Tags

          How to make your HTML5 Games Awesome!

          · 12 min read
          Associate Partner Support Engineer

          How To Make Your HTML5 Games Awesome

          The 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.

          PlayCanvas Review of 2022

          · 6 min read
          Steven Yau
          Partner Relations Manager

          Happy New Year to you all!

          diff --git a/tags/webgpu/index.html b/tags/webgpu/index.html index ede1469b5..b61a157a5 100644 --- a/tags/webgpu/index.html +++ b/tags/webgpu/index.html @@ -5,7 +5,7 @@ 3 posts tagged with "webgpu" | PlayCanvas Blog - + diff --git a/tags/webvr/index.html b/tags/webvr/index.html index 1d0b2803c..638332e96 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 ef7fde64b..c52133587 100644 --- a/tags/webxr/index.html +++ b/tags/webxr/index.html @@ -5,7 +5,7 @@ 5 posts tagged with "webxr" | PlayCanvas Blog - + @@ -17,9 +17,9 @@

          New Project WebXR

          WebXR 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!

          diff --git a/tags/wordpress/index.html b/tags/wordpress/index.html index 69102c79e..68b669f58 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 b59bc27fc..d6f9f411a 100644 --- a/tags/workflow/index.html +++ b/tags/workflow/index.html @@ -5,7 +5,7 @@ 9 posts tagged with "workflow" | PlayCanvas Blog - + diff --git a/tanx-lives-popular-webgl-online-game-returns/index.html b/tanx-lives-popular-webgl-online-game-returns/index.html index f7b5ae043..e635eaad5 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 97703ccf5..8e3b31dbd 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 0bc8ae30b..1b4d77022 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 638d9ed49..2d9a4c6e4 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 8e386bbcd..1e1cc4599 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 6a4e7cebe..f6c823906 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 fe5fe87f6..fb1fa04e3 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 0be34daf6..e09fdcd8a 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 4d7c5420e..2ff99155c 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 4910639e8..71c961d03 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 eb057f437..6cddb28da 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 eaccbde67..0f9310b40 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 1fa59efe1..0e2f9fccd 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 @@ -3,13 +3,13 @@ -Virtual Reality and the future of Web Based Gaming | PlayCanvas Blog +Virtual Reality and the future of Web Based Gaming | PlayCanvas Blog - + -

          Virtual Reality and the future of Web Based Gaming

          · 4 min read
          Christy O'Connor
          Community Manager

          On Thursday 19th of June we will be showcasing some of our recent work with the amazing and exciting Oculus Rift Development Kit. In the build up and anticipation to this event we hope to convey why Virtual Reality and revolutionary hardware from Oculus VR are set to be a part of our future at PlayCanvas. Playing a game in VR is one thing. Making a game in VR...now that really is the future.

          +

          Virtual Reality and the future of Web Based Gaming

          · 4 min read
          Community Manager

          On Thursday 19th of June we will be showcasing some of our recent work with the amazing and exciting Oculus Rift Development Kit. In the build up and anticipation to this event we hope to convey why Virtual Reality and revolutionary hardware from Oculus VR are set to be a part of our future at PlayCanvas. Playing a game in VR is one thing. Making a game in VR...now that really is the future.

          playcanvas oculus1

          What is the Oculus Rift?

          Developed first by then 18 year old Palmer Luckey, two evolutions of its development kit amongst other improvements makes it arguably the most promising virtual reality system to date. The Oculus Rift is a low latency,head-mounted display that receives two independently rendered images to a screen to be viewed through stereoscope lenses.

          diff --git a/watching-and-starring/index.html b/watching-and-starring/index.html index 64d9923c6..8fb8d4459 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 83233f4ee..624a6658f 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 @@ -3,13 +3,13 @@ -Building WebAR Experiences - Developer Spotlight with Visionaries777 | PlayCanvas Blog +Building WebAR Experiences - Developer Spotlight with Visionaries777 | PlayCanvas Blog - + -

          Building WebAR Experiences - Developer Spotlight with Visionaries777

          · 10 min read
          Paulo Oliveira
          Associate Partner Support Engineer

          Nissan AR

          +

          Building WebAR Experiences - Developer Spotlight with Visionaries777

          · 10 min read
          Associate Partner Support Engineer

          Nissan AR

          Welcome to the second installment of Developer Spotlight! A series of blog articles where we talk to developers about how they use PlayCanvas and showcase the fantastic work they are doing on the Web.

          Today we are excited to be joined by Frantz Lasorne, co-founder of Visionaries777.

          Hi! Let's get started. Firstly, welcome to the developer spotlight! Frantz, if you could just tell me a little bit about yourself and your team and your studio.

          diff --git a/webar-experiences-developer-spotlight-with-animech/index.html b/webar-experiences-developer-spotlight-with-animech/index.html index ebcf2a068..440cfc12b 100644 --- a/webar-experiences-developer-spotlight-with-animech/index.html +++ b/webar-experiences-developer-spotlight-with-animech/index.html @@ -3,13 +3,13 @@ -Web AR Experiences - Developer Spotlight with Animech | PlayCanvas Blog +Web AR Experiences - Developer Spotlight with Animech | PlayCanvas Blog - + -

          Web AR Experiences - Developer Spotlight with Animech

          · 7 min read
          Paulo Oliveira
          Associate Partner Support Engineer
          +

          Web AR Experiences - Developer Spotlight with Animech

          · 7 min read
          Associate Partner Support Engineer

          Welcome to the third instalment of Developer Spotlight, a series of blog articles where we talk to developers about how they use PlayCanvas and showcase the fantastic work they are doing on the Web.

          Today we are excited to be joined by Staffan Hagberg, CMO of Animech.

          Hi Staffan, welcome to Developer Spotlight! Tell us about yourself and Animech!

          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 e52251e90..a4374fc6f 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 8bf2aa7e5..a81deef29 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 aacb7a2c8..d051ffad8 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 4b8fa61fe..f3503fc13 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 ecff3b704..46da97381 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 d715afc4d..d20eccd48 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 51341adf7..a923d7977 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 688c64dbc..cfb916ca3 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 3b61ed5a2..7b2958dde 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 430583fe8..6ba506838 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 f522e3615..8ba13e98d 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 dc113ab7f..55e2f47f7 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 - +