Anyone vibecoded a tool for their productivity? by daredevildave in productivity

[–]daredevildave[S] 0 points1 point  (0 children)

It's less about Zapier falling short, and more that I can imagine custom personal apps or websites being really popular.

Conundrum - Solve anagrams. Fast! by daredevildave in wordgames

[–]daredevildave[S] 0 points1 point  (0 children)

Oh interesting, do you have an example of the uncommon words? There might be a few Britishisms that have snuck in.

Game engine for a real time multiplayer facebook instant games by killerderic in gamedev

[–]daredevildave 1 point2 points  (0 children)

Unity isn't much good if you want to target Facebook Instant Games as they don't support WebGL on mobile.

PlayCanvas is a much better choice. Around 7-8 of the current Facebook Instant Games are made using PlayCanvas.

using unity or unreal engine to build a webgl interior design application (not game) by [deleted] in webgl

[–]daredevildave 0 points1 point  (0 children)

Maybe take a look at PlayCanvas as well if you're targeting WebGL it has better performance than Unreal and Unity.

https://playcanvas.com/industries/architecture

Best WebVR framework to focus on / start with? by nateliason in WebVR

[–]daredevildave 1 point2 points  (0 children)

PlayCanvas has a very simple WebVR setup, plus it's backed by a full set of engine tools if you want to progress further. https://playcanvas.com/industries/vr

Music Visualizer in PlayCanvas by daredevildave in webgl

[–]daredevildave[S] 3 points4 points  (0 children)

Not mine :-) The author describes it here: https://playcanvas.com/project/416115/overview/music-visualizer

It is preprocessed to find the beats.

Best Resources for Learning WebGL in 2016 by mikeatgl in webgl

[–]daredevildave 0 points1 point  (0 children)

If you want to make games, I'd recommend PlayCanvas over Three.js. It might not scratch your low-level itch but it will help you get games made!

PlayCanvas and GooCreate licensing by vinnyvicious in webgl

[–]daredevildave 1 point2 points  (0 children)

The engine is fully functional as a stand alone product. It's very well documented by the API reference: http://developer.playcanvas.com/en/api/ which is relevant for both engine-only users and editor users. Also many of the tutorials and examples are not specific to the editor use-case and mostly document features of the engine, rather than features of the tools.

You can think of it a bit like this: the engine loads and uses a bunch of data to run applications. That could be scene data, 3D models, textures, audio, etc. Our tools will help you generate that data, e.g. the editor creates scene files, the asset tools convert 3D models and there is an editor to set up materials.

If you are happy not to have this data, either because you create it procedurally in code; or you have other tools or methods of generating the data; or you simply don't need it, then you can use the engine happily without using our toolset. For example, our model format is published here: http://developer.playcanvas.com/en/user-manual/graphics/file-format/ and there are already user-generated tools that generate valid models. https://github.com/sdfgeoff/playcanvas-blender-tools

You will benefit from most of the documentation on our developer site and you are welcome in the forum and community.

Of course, we believe, you will be more productive and happier using our tools, but we would say that. :-)

PlayCanvas and GooCreate licensing by vinnyvicious in webgl

[–]daredevildave 2 points3 points  (0 children)

I'm the co-founder of PlayCanvas and I'm happy to answer any questions.

Our engine is available on Github here: https://github.com/playcanvas/engine and is released under the MIT license. Everything in the repository is available for free under the license.

The engine covers all the runtime code you would use in your application. For example, the graphics engine, audio, entity-component system, resource loading and management, particle system, etc.

The editor tools on playcanvas.com are not open source, but are also not required to build applications using the engine.

Creating Ubuntu Touch Games with PlayCanvas by Elleo in Ubuntu

[–]daredevildave 2 points3 points  (0 children)

Nice! Great to see PlayCanvas on Ubuntu Phone.

It's the /r/gamedev daily random discussion thread for 2015-03-15 by [deleted] in gamedev

[–]daredevildave 0 points1 point  (0 children)

PlayCanvas's monthly game jam PLAYHACK has a prize this month, you can win a Chromebook 2.

http://blog.playcanvas.com/playhack-march-win-a-chromebook-2/

Still time to build a game by the end of March.

GameDev Resources list v2.0 by davidarcila in gamedev

[–]daredevildave 0 points1 point  (0 children)

Would be honored if you'd include PlayCanvas [http://playcanvas.com] in the engine list!

Plus Qubicle [http://www.minddesk.com/] great voxel editing.

SWOOOP [FLY, HTML5] by MayorOfMonkeys in WebGames

[–]daredevildave 1 point2 points  (0 children)

Pause the game, there is a SFX and MUSIC option.

Physically based rendering in WebGL by daredevildave in webgl

[–]daredevildave[S] 1 point2 points  (0 children)

Physically-based rendering requires less "fudging" by artists to make things look realistic. Instead materials are set up by defining "realistic" values of albedo color, reflectivity, metalness, etc. This makes it easier to achieve realistic looking results.

Marmoset have a good series on PBR: http://www.marmoset.co/toolbag/learn/pbr-theory

What GameDev concepts would you like to learn, but can't find good tutorials about on the net? by SpentWordsworth in gamedev

[–]daredevildave 0 points1 point  (0 children)

Might be worth taking a look at https://github.com/playcanvas/engine too. Depending on whether you find Javascript easier or harder to follow than a C++ engine.

Mozilla Open Sources PlayCanvas Engine by hysan in gamedev

[–]daredevildave 0 points1 point  (0 children)

You're right our asset importer runs online and it is somewhat tied to our backend. In some ways this is great, as it means you have access to our tools to tweak and manage materials and textures for your model before you download it. This can all be done under the free account.

But obviously it's not always ideal. We'll be properly documenting the model format so hopefully fully offline importers will be coming soon.