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Play 3D first person shooter game Warfare Area 3. Your mission is to explore the enemy base and take down all the guards in the area. Shoot enemies, pick up first aid kits and earn money to upgrade the armor and guns. Play Warfare Area 3
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3D truck driving simulation game Truck Space 2. Drive a trailer truck and park the trailer into marked parking spot. Play Truck Space 2
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I am new to html5 games. I wanna know what LACKS in HTML5 games in terms of revenue ? Can you monetize html5 games with banners and interestitial ads as ANDROID GAMES DOES ? Is there a possibility of implementing IAP or rewarded videos like ANDROID ? Do u thing that using webview that host an HTML5 game in ANDROID and use all these forms of ads above is a good idea ?
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Hi We're a small game studio from South Korea and we're looking for a freelance Construct 3 developer to assist us in a few projects. Currently we have a 3D game we want to re-skin (change the character and the collectibles only) urgently. -We will provide the assets -Mechanics doesn't need to change for phase 1 but if we can form a long term relationship we can keep working together in future projects too. If interested, please reach me at [email protected] and we can talk about the details! Thank you!!!
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I want to make a 3D RPG. I already have the storyline planned out. I also already have a 3rd person camera set up in playcanvas, but since i'm not amazing at programming yet we can use whatever game engine the programmer wants. The RPG will have 4 characters, including the main character. It will have a lot of action elements and I want it to be very atmospheric. I also want the graphics to be low poly. With the programming I can try to help a little, but ill probably wont be of any use. Thank you and i hope you want to join our team!
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Hello everyone, in late 2013 I started experimenting with what is possible using JavaScript/WebGL (coming from a computer engineering - C++/Java university background). Over time it grew into a game engine and then this game, as I worked on it in my free time next to full time jobs and more recently, contracting work. So it is entirely custom code (the only library used is RequireJS to load the JS files themselves), and I made all the assets as well (models, textures, music, sound effects (using some free CC licensed sound samples as a base) - you can find details in the "About" page in the game. As a result, the engine features and asset quality are rather modest. It is still heavily work in progress as the title suggests, but it has become quite playable recently, so I decided to share it here. About the game My goal is to create a fully fledged 3D space sim with procedurally generated missions that can be played on any computer with a modern browser. I am going for more of a softcore sim feel rather than an arcade one (there are many arcade options these days, but I prefer the more serious, elaborate controls of sims, without the time/hardware investment needed for something like Elite: Dangerous - which also doesn't run on my linux machine) Check out the facebook page, where I post updates and you can also find a recent gameplay teaser video. Game features (so far): full 3D, 6 degrees of freedom gameplay Newtonian physics (with flight assist) basic combat mechanics (primary weapons, shields, flight modes, targeting) 11 simple, authored missions (+3 training missions) against AI in-game database with info about the ships detailed, persistent graphics and control settings graphics settings automatically lowered if default settings are not supported by the hardware (high FPS is not ensured, only that it runs) joystick support an editor to mod the game (even more WIP/unstable than the game) Planned (missing :)) features: procedural missions, with ship upgrades in-between advanced combat mechanics (missiles, jamming, boosting, communication with wingmen) more content (ships, weapons, more detailed environments....) multiplayer Also a lot of polish, HUD changes, performance optimizations etc are planned. You can get a general idea by checking out the issues page of the game's github. Please note! The download size for the game can be significant (tens of MBs - depends on graphics settings and the mission being loaded), so I do not recommend trying it with a plan where you pay based on the amount of data! Play it here Let me know what you think! Technical info You can check out the code at https://github.com/nkrisztian89/interstellar-armada. Feel free to fork it - since it is 100% client side code, you can just throw it into the public HTML folder of your server (e.g. Apache) and it should work locally right away. Then you can use the built-in editor in the tools folder (localhost/the_folder_you_put_the_game/tools) to see how the game data files are organized, play with them (to apply the changes just hit export and then overwrite the original with the exported file in the data folder). Note that you cannot create or export missions or edit config/settings from the editor (as of now) Since this is a long project and I regularly revisit and update parts of the codebase that I might have not touched for a year or so, I try to keep it organized and nicely commented even if just for myself. However, this is not the number one priority, so there are parts of the codebase (which at this point grew above 60,000 lines) which are in terrible, terrible shape. I believe the best example of this currently is the code for the HUD.
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Hi everyone, just wanted to share our latest demo that allows you to build a 3D shooter in HTML5. You can play the demo here: https://preview.cocos.com/cyberpunk/ If you would like a preview of it, there is also a video that goes along with it: Source code is available for the game and more details on the demo are at our blog: https://www.cocos.com/en/post/jg8TfS9IvmEHCpKM2Xl2oYhIxkPnxTGM We're happy to answer any questions you have on the demo or using Cocos Creator to build amazing 2D and 3D games.
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Drive a large truck and park it into marked parking area in this 3D truck simulation game. Complete the task in shortest time to earn more score points and unlock various achievements. Play Truck Space
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GWE (alias Game Web Engine) is a tree-dimensions game engine based on web technologies (javascript, html, css). This engine is designed to be light, simple to use and non-opinion based. Pretty fun to use ! Some features likes: - Graphics manager - Screen manager of the different "screens" of the game - Texture resource manager - Sound resource manager - Event manager - Input manager keyboard/mouse - UI manager (over 16 basic widgets) - Script manager - Support for multiple 2D and 3D camera views - Navigation mesh (JSON Walkmesh Model alias JWM) - Static image (JSON Static Sprite alias JSS) - Animated image (JSON Animated Sprite alias JAS) - Static textured meshes (JSON Static Mesh alias JSM) - Animated textured meshes (JSON Animated Mesh alias JAM) - Geometric shapes of debug - And some other things... Some template project likes : - Visual novel starter-kit - 2D Isometric navigation starter-kit - 3D Pre-rendered navigation starter-kit - 2D top-down starter-kit - CCG starter-kit - RPG starter-kit - etc... Website : https://gamewebengine.com/ Github: https://github.com/ra1jin
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I have followed almost all courses for three.js and babylon.js game programming on Udemy and have created several small games in Unity3D aswell. Most of the courses are targeted at beginners and/or are very brief. Regardless of the high price tag, are there any indepth advanced HTML5 3D game programming courses for three.js or babylon.js?
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Hi everybody, so i'm trying to create an online game using Babylon.js but have run into a problem thats got me a little stumped so hoping someone here would be willing to help me out. Please bear with me on this one, i'm a complete newbie with babylon as i've only every worked with THREE.js. Right now my game consists of a scene compromising of multiple meshes with multiple users represented as avatars (created from basic circle geometry for the moment) loaded into an environment. What I want to do is highlight the outline of these avatars ONLY when they are occluded by any other object, meaning that when they are not occluded they look normal with no highlight but when behind an object their highlighted silhouette can be seen by others (including yourself as you can see your own avatar). This is very akin to effects used in many other video games (see example below). ) Thus far, based on some googling and forum browsing (https://stackoverflow.com/questions/59807160/babylonjs-outline-through-walls & https://forum.babylonjs.com/t/highlight-through-objects/8002/4) I've figured out how to highlight the outline of objects using Babylon.HighlighLayer and I know that i can render objects above others via RenderingGroups but I can't seem to figure out how to use them in conjunction to create the effect I want. The best i've managed to do is get the highlighted avatar render above everything but I need just the silhouette not the entire mesh. I'm also constrained by the fact that my scene has many meshes in it that are loaded dynamically and i'm also trying to keep things as optimal as possible. Can't afford to use very computationally expensive procedures. Anybody know of the best way to approach this? Would greatly appreciate any advice or assistance you can provide.Thanks!
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Take the rifle and get ready for a battle in this 3D first person shooter game playable on mobile phone and computer. Your mission is to eliminate all enemies in the area. Shoot enemies, pick up first aid kits and try to survive in this war. Play Warfare Area 2
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Play Snake Island: https://www.pirongames.com/snake-island/play/ Snake Island a 3D puzzle game, where the goal is to guide the snake to eat the fruit. It's my 25th browser game released as a solo developer, so YAY! Cake and champagne for everyone! For the mechanics and puzzles, I've drawn inspiration from various games like Lime Rick and Sokoban 3D. There are 20 levels available for now. Maybe more to come, if the game gains some attention. There's some room for improvement, like an undo system and better snake head highlighting behind obstacles. Developed in Unity (WebGL export), Inkscape for 2D graphics, uses Cube World/Proto Series assets pack. Additional 3D modelling/texturing was done using Probuilder. Thanks for playing and thank you in advance for the feedback! Game-play video and screenshots:
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Small walking on 3d maze. Its chapter of adventures small robot in strange world. In this chapter, the robot enters a maze with generating segments. PLAY: http://js.otrisovano.ru/levels/
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I keep thinking of new types of objects to add to my little "game", The Green. The latest two are coils that can be stretched and squeezed like springs, and throwable dice. The Green is not meant as the greatest of games. It is more a demonstration of the kinds of 3-dimensional things that can be done in the basic 2D canvas with plain old JavaScript, using no other frameworks or libraries. Do explore it though. It has a wide range of objects that respond in various ways when you interact with them (click or touch). Some even have philosophical implications. My aim is to spark some creative thoughts. The Green is structured in a very object-oriented (OO) way. Most of the objects are 3D shapes and so they inherit from an abstract type called Shape. There is no point in directly instantiating Shape because it has empty arrays of vertices and faces, for subtypes to populate. It does define many of the methods that all shapes need including view(), to display the shape in perspective, and transformations such as 3D rotation and translation. The benefit is that subtypes usually do not need to reinvent such methods (override them). To make dice the type is (singular) Die which is a subtype of Cuboid which is itself a subtype of Shape. Coil is a subtype of Wire which is also a Shape but one which only has vertices, no faces, so Wire does have to override Shape.view() because it is unusual in this respect. All of this is done using the original prototype syntax of JavaScript, which is why I talk about types rather than classes. In fact the program does not use any recent syntax because I want it to run on as many platforms as possible and I don't want to complicate my process by having to use Babel or something similar. I recently moved the program from my own web site to ITCH, so it can be found at https://grelf.itch.io/the-green The zip file I uploaded to ITCH contained readable source code, not minified or obfuscated, because I am happy for others to use, improve and extend it. Unfortunately (but understandably) ITCH does not make the source easily visible. So I am making the complete zip available at https://grelf.net/gr3d/TheGreen.zip (365 kilobytes, including the tree photos but make your own please). I am aware of things that need improving, particularly some interdependencies that should be removed. I am still working on it. Once the world has been constructed the game has the usual kind of loop using requestAnimationFrame(). For beginners I have previously written about the programming of the loop here: https://www.grelf.net/jscourse/gameloop.html Why am I doing this? Well, as a retired software developer I do it as a hobby to keep my mind active. It is quite satisfying to get these things working as neatly as possible (more satisfying than doing Killer Sudoku all the time). If I can encourage others to be creative in the wonderful medium of HTML5/JavaScript then that is good too.
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oonDookStudio's first 3D Game is on final steps! This is a Hyper-Casual Puzzle game and the idea of the game is taken from an airport and the passengers. We need your suggestions for the Name of our game. This is our First 3D game and we haven't released the game yet. We would be so happy to know your ideas about it! Reply your ideas on this post! Untitled_Project.mp4 Untitled_Project.mp4
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The second part of the 3D first person shooter Bullet Fury. Your troop has discovered the position of a new enemy laboratory. It's up to you to eliminate all the guards of the laboratory. Play Bullet Fury 2 Play on mobile
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Hello, where Is the best 3D no code game engine?
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Raycasting.js Hey everyone, So this is my first ever post in this forum, and I'm excited to share with you my year long endeavour of building a Wolf3d-esque engine from scratch. This is my first attempt at game development in my spare time aside from my full-time job. Links Live Demo Github Controls Movement: W, A, S, D Free-look: Arrow keys or the mouse* Change elevation: Q, E or the mouse* wheel Shoot: Primary mouse* button, the SPACE key Interaction with the doors: ENTER * Make sure to activate mouse controls first by clicking on the canvas. Hit me up with your thoughts/feedback and I will be more than happy to giving some insight into the engine internals and other technicalities in the replies if anyone's interested. PS: Please note that this is still mostly a WIP and regard it as a mere tech demo, as there is still no major gameplay loop implemented in.
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Hi. I glad to introduce you a new game that was created by our team - it's called Arcade Race and it's a simple racing game where you need to go from checkpoint to checkpoint trying to do it in short time. It's a 3d game but made in old pixel game style like Interstate76 or first Carmagedon . Please don't judge it seriously it's just a fan art inspired by old games. It works directly in browser and mobile devices with friendly controlls. Enjoy. It was made using Verge3D engine in Blender with help of Inkscape and Gimp. Here's a link to the game And some screenshots
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3D car parking game. Drive a SUV and park it into marked parking slot. Complete the task quickly to earn more score points and unlock various achievements. Play Parking Slot on computer Play on mobile
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3D first person shooter. Take the challenge to invade the enemy captured territory and shoot all the guards one by one. Be quick otherwise they will fire back. Play Assault Zone on computer Play on mobile
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RELIC RUNWAY Play a crazy adventue with Relic Runway . Run as far as you can, collect coins and upgrade useful bonuses, pick up relic parts to discover ancient artifacts, break idols to unlock amazing characters, and compete with your friends to be the best relic runner! LINK: PLAY NOW WEBSITE: PFFG.ONLINE
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I rolled out RAVEL a week ago. The roll-out magically revealed serious errors and omissions.? After a week of frantic fixing, I'm ready to publicize it. It is a permutation puzzle that you solve by sorting the sub-cubes into color-order. Easier than Rubik's Cube, but still challenging. You can experiment custom dimensions -- here's a big one: Give it a try! ? Feedback welcome... Here or at RAVEL Forum.
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Hello! I have been working on a 3D rendering library built on top of PixiJS, and just want to find out if anyone would be interested to try it and give feedback. Pixi3D is a JavaScript library which makes it easy to render 3D graphics on the web. It works for both desktop and mobile web browsers and includes several components which makes it easy to create nice looking 3D scenes out-of-the-box: Load models from file or create procedural generated meshes Supports physically-based rendering (PBR) and image-based lighting (IBL) Transformation, morphing and skeletal animations Customized materials and shaders Built on top of the widely used PixiJS library which makes it simple to combine 2D and 3D You can go to https://pixi3d.org/demo/drone/ to view a real-time demo or visit https://github.com/jnsmalm/pixi3d to download and read more about it.