Aujourd’hui, les jeux vidéo représentent sans aucun doute un bien culturel se positionnant sans problème au même rang que le livre ou le cinéma. Je me souviens pourtant que “petit”, c’était loin d’être gagné. A vrai dire, il existe toujours aujourd’hui beaucoup de résistants s’obstinant à refuser d’admettre que le jeu vidéo est une forme…
Year: 2013
Designers: test & create your WebGL 3D worlds inside the Babylon.JS Sandbox & Editor
We’re created a set of simple tools to help you testing your 3D assets in our Babylon.JS engine without any line of code. The first one is a sandbox tool where you can open files from your hard drive and directly load them into our engine via a simple drag’n’drop. The second one is a…
Using WebGL to create games for the Windows Store
The Windows Store is probably the most opened platform for game studios today. You can create your games using DirectX 11, HTML5 2d-Canvas, Cocos2D-X, Unity 3D and starting with Windows 8.1 with WebGL! By the way, if some of these technologies also interest you, here is a useful article to start with: How to develop…
ParisWeb 2013: building a Tetris-like game using CSS Grid Layout & Blend 5
I’d like to share with you a mysterious internal secret kept within Microsoft and the W3C for now a long time now. It’s the real story behind the concept of the CSS Grid Layout imagined by Microsoft for IE10 and Windows Store Apps. Most of you probably think that this specification was designed to help…
Using IndexedDB to handle your 3D WebGL assets: sharing feedbacks & tips of Babylon.JS
In this article, I’d like to share everything I’ve been learning while developing the support for IndexedDB inside our 3D WebGL Babylon.JS game engine. Indeed, since 1.4.x, we’re now supporting storing & loading the JSON scenes containing our 3d meshes and their .PNG or .JPG textures as blobs from IndexedDB. This article is built around…
Qu’importe le langage, pourvu qu’on ait l’ivresse
J’aimerais sortir de mes articles techniques habituels pour aborder un sujet qui me tient particulièrement à cœur: être développeur n’a rien à voir avec le fait de maitriser un langage particulier. J’aimerais donc revenir sur le cœur même du développement, sur l’importance de connaitre plusieurs langages de programmation et surtout sur l’importance de respecter chaque…
Introducing Babylon.GameFX – a framework to build HTML5 WebGL games in a few lines of code
David Catuhe has recently released a simple & powerfull WebGL 3D engine named Babylon.JS: a complete JavaScript framework for building 3D games with HTML 5 and WebGL While he was writing his engine, we’ve built a small team made of Pierre Lagarde, Sébastien Pertus, Michel Rousseau and I to imagine a framework on top of…
Tutorial part 6: learning how to write a 3D software engine in C#, TS or JS – Texture mapping, back-face culling & WebGL
Here is the final tutorial of this long series. We’re going to see how to apply a texture to a mesh by using mapping coordinates exported from Blender. If you’ve managed to understand the previous tutorials, it will just be some piece of cake to apply some textures. The main concept is once again to…
Tutorial part 5: learning how to write a 3D software engine in C#, TS or JS – Flat & Gouraud Shading
We’re now going to discover probably the best part of the series: how to handle lightning! In the previous, we’ve fixed a random color per face to be able to see the mesh. We’re now going to change that to compute the angle between a light and each face to have a better illumination. The…
Tutorial part 4 – bonus: learning how to write a 3D software engine in C#, TS or JS – Optimizing & Parallelism
In the previous tutorial, learning how to write a 3D software engine in C#, TS or JS – Rasterization & Z-Buffering, we’ve learned how to fill our triangles. As we’re CPU based with our 3D software engine, it really starts to cost a lot of CPU time. The good news is that today’s CPUs are…