Short devlog about a testing problem rather than an art one. VFX regressions are close to invisible in code review. Somebody nudges an emitter velocity curve, the diff is three …
You have the right idea for how to handle sub-frame emission. I have a similar way of doing it, where I forward integrate the position for the sub-time-step based on …
Something I keep re-solving badly, and I would like to know what people here settle on. If an emitter is moving fast and you spawn N particles per frame at …
Hi everyone, I run a browser gaming website called BunaGames, I’m interested in hearing from developers who publish HTML5 or WebGL games on external browser portals. From the portal side, …
While building NixieFX, we kept running into the same portability problem: the visual effect was not really an asset. It was a collection of renderer-specific emitters, curves, textures, and callbacks …
Resource update for anyone evaluating the workflow: Interactive local-first editor: https://nixiefx.com/editor/Agent skills for authoring and runtime integration: https://nixiefx.com/skills/Mobile-first Three.js game and particle VFX tutorial: https://nixiefx.com/threejs-game-tutorial/PixiJS v8...
Sharing NixieFX, a free browser-based editor for designing, previewing, and exporting real-time particle effects for Three.js and PixiJS/WebGL game projects. It supports creating a new effects workspace, opening an existing …
Hi everyone! I’m looking for playtesters for The Dude: Adventure, a small browser-based puzzle platformer with colorful voxel graphics. Play it here:https://grom-games.art/game/dude/ The controls are simple: Arrow keys — move …
Hi GameDev.net — I’m one of the developers of Realm of Echoes, a real-time 3D fantasy MMORPG that runs directly in the browser. Play the current build (no download; guest …
RealmOfEchoes·
indieMMOThree.jsWebGLRust
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