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Member Since 02 Jul 2013
Offline Last Active Dec 20 2014 09:48 AM

Topics I've Started

oTakhi Platform: Texture Alchemy

18 December 2014 - 11:34 PM

We would like to share this tutorial video that best describes our dynamic texture generation workflow.



oTakhi Platform is a top-down object oriented game development platform for the web.

It enables you to wrap any lower level assets and codes into reusable components.

Like LEGO pieces, they can then be combined, or optionally shared, to build your games or apps in our editor.


You can view all our previous tutorial videos here: 



Happy Holidays

Web-Based Vector Graphic Engine and Dynamic Motion Synthesis

10 December 2014 - 08:16 AM

For those who don't know, oTakhi Platform is a top-down object-oriented game development platform for the web. 

We are very pleased to release our new timeline-based Vector Graphic Animation Engine featuring Dynamic Motion Synthesis.


Here is Flappy Bird tutorial and its performance test video:




And an introduction video to our vector graphic engine in general.





Your feedback is very much appreciated.


You can find all our previous tutorial videos here:




Can't wait to play with our engine?  You can test drive it here without registration:






oTakhi Platform: Creating Realistic Water Surfaces

04 September 2014 - 01:49 PM

I'd like to share a tutorial on how to create realistic water surfaces using oTakhi Platform (Three.js).


This scene is generated using dynamic reflection, refraction, and depth mapping and a static normal map.



realwater-0.png   realwater-1.png



Elements used in this scene include:

  • skybox,
  • fog,
  • water shader that produces 12 randomly generated Gerstner waves,
  • dynamic reflection mapping,
  • dynamic refraction mapping,
  • dynamic depth mapping,
  • static normal mapping,
  • multi-layer material with glow mapping.


Hers is a video tutorial on how this scene was assembled in oTakhi Condenser.





You can access all our previous tutorials here (may have to hit reload a few times):  





As always, your comments, critics, and feedback are welcome.


oTakhi Platform is a cloud-based HTML5 game engine and community that allows members to collaborate by sharing software components and apps.

An extremely simple yet powerful animation blending system (oTakhi Platform)

08 July 2014 - 12:51 PM

We are very pleased to have completed and ready to release a new animation blending system that allows users to combine and synchronize skeletal, morph, path animations and audio tracks on a single timeline with millisecond accuracy.


Here is a sample scene featuring a fully rigged T.Rex animated with 3 skeletal and 1 path animation tracks.

(Once page loads, click to start animation.)




Here is the accompanying tutorial showing how it was done.




oTakhi platform is a cloud-based top-down object oriented game development platform for the web.


The immediate benefit of using top-down object-oriented design pattern is that anyone at any time can create objects to extend the platform whereas in traditional OO, users must submit requests for new features and only a few programmers know how to improve the system (objects designs were baked-in by low-level languages after deployment and unadvised encapsulations limit its general uses).


Drag'n'Drop HTML5 Game Development Framework And Component Sharing Community

01 November 2013 - 11:31 AM

I'd like to announce our latest milestone release of oTakhi Platform - a drag'n'drop HTML5 game development engine and framework wherein users can share game assets and code logic as reusable components.


(Note: We will push out our 3D content via CDN before the end of year or early 2014.  Before that, 3D files are large and may take a while to load, especially true if you are outside of North America.)


(1) Collision detection, physics simulation, and post processing.


This scene below, Pandora's Box, was created in just under 66 lines of javascript.  

It is made of two separately rendered scenes and uses the following techniques:


a) The main scene uses Vignette, FXAA, and Focus post-processing filters.  The Vignette filter gives the scene a darkened edges.  The FXAA filter provides better anti-aliasing in removing jagged edges.  The Focus filter gives the background objects a slightly blurred effect while putting the box in focus.


b) The secondary scene (behind the main scene)  is used to generate occlusion buffer for the light object.  It uses VBlur, HBlur, and Radial Blur filter to create god rays effect.  It is then added / blended to the main scene per rendering cycle.


c) Collision detection is enabled between the lid and the box.  The scene is given a downward gravity and the lid a positive weight.  A Hinge joint is created connecting the lid and the box.  When you drag the lid using the mouse, an impulse force is applied on the lid.


(clicking on the image will take you to the scene)




Here is a video tutorial on how this scene was made.





(2) Skeletal, morph, and path animation with synchronized sound effect


This next scene demonstrates our timeline-based animation system as the property of each mesh, you can create a repertoire of behaviors, including skeletal, morph, path, and sound tracks, and save them with the mesh and the droplet containing it, as one shareable unit, which we call an automaton.


This scene was created in just 32 lines of Javascript.




And its tutorial:




Automata are software robots.  Once published and deployed to our repository, others will be able to integrate into their scenes and use the service they provide.  In the social networking context, they are like surrogates - software object that represents you and, through the surrogates, you interact with other users and/or their surrogates.


If you are not familiar with oTakhi CloudFormation Platform, please watch these three introductory videos first.


A Brave New Web: Web Of Objects

Top-Down Object-Oriented Design Framework

Particle System For The Impatient


We will push out our 3D content via CDN before the end of year or early 2014.  Before that, 3D files are large and may take a while to load, especially true if you are outside of North America.