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mfdesigner

Member Since 02 Jul 2013
Offline Last Active Sep 04 2014 05:50 PM

Topics I've Started

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.

 

https://www.youtube.com/watch?v=SzylWJExrwU

 

 

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

 

https://plus.google.com/114090903151589399287/posts

 

 

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.)

 

trex.png

 

Here is the accompanying tutorial showing how it was done.

 

http://www.youtube.c...h?v=2wPx3_BDS38

 

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)

 

pandorabox.png

 

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

 

pandora_banner.png

 

 

(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.

 

carnivorous-wasp.png

 

And its tutorial:

 

automata_banner.png

 

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.

 

Thanks,

Steve


Collaborative Game Engine for the Web

02 July 2013 - 10:58 PM

Looking over the forum on a cursory glance, I did not find anything on the Web as game development platform.  Since we are working on a game engine for the web, I would like to take this opportunity to introduce our game engine to the game developer community and gather as much feedback as possible. (Technically, our engine is a app/game collaboration platform built using only web technologies.)

 

We believe web technologies can bring out a unique aspect of game development process and that is sharing.  However, comparing to C++ and Java, Javascript and HTML are missing one important ingredient: object-orientation.  To overcome that shortcoming, our platform adds an extra layer of framework on top of existing web technologies to offer object orientation.  Basically, it allows users to wrap any HTML, XML, Javascript, Vector Graphics, 3D Mesh, Texture Materials, Animations, etc. into reusable and sharable objects.  We have also built a public database enabling users to exchange objects for building end applications and games.

 

Our long term strategy is to build a web game engine that ultimately will run on the upcoming Google game console.

 

Below are some of our promo videos:

 

BraveWeb.png

 

TDOODF.png

 

3DScene.png

 

If you consider our platform has a viable future and would like to see it to completion,  Your contribution, however little, to our soon-to-be-launched indiegogo campaign can really help us in continuing development in many areas of the platform.

 

If you have any question, please send it to support@otakhi.com

 

Thank you,

 

Steve

 


oTakhi Platform

02 July 2013 - 01:23 PM

Dear Game Developers,

We are about to launch oTakhi Platform as a new collaborative game development platform for the web (WebGL), where games are created/assembled from sharable objects that anyone can create and contribute using our web client. Soon after, we are going to launch an Indiegogo campaign. Your contribution will help us continue development in many areas of the platform.

A few examples of what you can create:

https://www.otakhi.com/public/otakhi/Scenes/Ruins%20Entrance

https://www.otakhi.com/public/otakhi/Scenes/Mayan%20Ruin

https://www.otakhi.com/public/otakhi/Scenes/Old%20House

These are very simple applications created using our web client and published to our public app repository that anyone with a modern HTML5 browser (Chrome or Firefox) can access.

And promo videos:

 

(1) Introduction to oTakhi Platform:

BraveWeb.png

 

(2) Interactive 3D Scene Building

3DScene.png

 

(3) Top-Down Object-Oriented Design Framework

TDOODF.png


Your feedback is extremely valuable to us.  Please direct them to support@otakhi.com.

Thank you


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