Last week, we released version 0.3.0 of co.llide, unveiling the ship editor! Whereas in previous versions you could only play with a set of default designs, now you can build your own ships from an array of modules. Sharing your designs works exactly like sharing an arena. Copy the URL of your design and share it with your friends, who can then test, modify, save, and even use it in battle.
Shadows are a great way to relay information in a 3D rendering. They can help demonstrate distances between two objects such as a bouncing ball and the ground. They also relay further information to the structure of an object as they give a second silhouette from the perspective of the light casting the shadow. In this article, I will demonstrate a very small but important improvement for THREEjs’s shadow rendering, a one line change to the shader code.
TinkerTech Derby can be summed from its two parts, an editor and a game. For a look at the game check out our previous article. Since then, with the last two months we built a working system that shows our main ideas for the editor.
Inspired by the voxel painter example for three.js, you click on parts to attach a new one to it. Since the car always starts out with one part, a Core, this works well. You can add and remove freely except for the Core which instead can be replaced with alternates.
Most cars can be made in a minute or two. Adding specific body and color adds a few more minutes. Every vehicle in the following sped-up video was made in three to five minutes.
There has been some recentnews about Google’s new Chromebook, Samsung Series 5 550. Being a game developer with a great interest in browser gaming, I think that the Chromebook is a pretty cool idea. We have been testing our work with the earlier models, the Series 5 500 and the test model, Cr-48, but many people, myself included, have found that the performance of these machines is less than desirable.
Testing our current builds of TinkerTech Derby on a Samsung Series 5 500, we have determined that the game is, in fact, playable. And when I say playable, what I really mean is that it functions, not that you would actually enjoy the experience. We have a lot of work to do before it’s at a point where people can expect to play the game with their friends on these machines.
Last week I attended New Game Conference, the second conference in existence targeting HTML5 game development. It was a blast. Considering how fantastic it was I wanted to share some of the really cool bits I learned while there. Continue reading →
When I get ideas, I make prototypes. While a lot of these creations are interesting and potentially fun, few have that element that makes me want to stick with the idea and not move on to something else. Today, I share one of these ideas that I am really excited about. You can go ahead and watch the video at the end of the post or read some of the idea first.