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Member Since 11 Jan 2006
Offline Last Active Today, 06:40 PM

Topics I've Started

my own 3d editor questions and suggestions

14 August 2015 - 06:13 PM

hi all,


i have made my own 3d editor that can import, edit add mesh, create scene, create/edit terrain.

but i find it a little dull or not quite similar quality as let say unity when it comes to default rendering (not feature ofcourse obviously unity has a LOT of feature), im just talking about default rendering.

1. like say for example, when you add basic shapes in unity, there is a default light happening in there right? the objects has some sort of lighting to it.

    see video

    the wall is somewhat shiny and moving it around seems obviously that there is a light somewhere in the scene.


    can you suggest how is this placed or handled? like this might might be a directional light, but what drection is it pointing? is it to the direction of camera or something like pointing down light?


2. what are the default materials apply to the scene? like is specular(shinyness are therer?, ofcourse normal of the objects should be there for light to work, what can you suggest to make my editor look like a pro? 


3.also seen this video from unity,

its a view port navigation video, but i like the quality of the scene,

i see point light, and maybe bump map effects on the scene. the scene really look good, can you suggest what other effects/materials was look to make a scene like this?

for short, what are the materials and things i need to do to make my editor look professional by default  :)


i attach screenshots of my terrain editor, its kinda dry :D


note: before you question me why i made that, i will answer it

1. first it is for me to learn and practice opengl/directx before

2. i use it for my games like terrain editor, object placement on scene/level :)

3. i write my own framework/engine and not using unity or any thing.

HTML5 audio problem in mobile safari/iOS

04 July 2015 - 11:05 PM

HI guys,


we need your advice, but first here is a background,

I have built my own HTML5/JS engine framework that powerd all the games

I worked on and released on facebook and in android.

But now i have a client that wants to port/release the game to iOS, that same game i written in facebook and runs very well in android (wrapped in webview).


Now the problem is, HTML5 audio in iOS has problem like Apple did not follow the standard so we have problem playing the audio at all.


i have searched all over the net the for some solutions including spritesheets, etc.

but u want to hear ideas from game developers themselves here at this site.


the options I am considering is to adapt a 3rd party tool such as phonegap/cordova or cocosJS just to handle the audio, havent tested it yet since i havent bought a mac as of the moment (planning to buy in a few days)..


what are the best approach for this?

thank you in advance.

custom engine question

19 June 2015 - 07:55 PM

hi guys,


we've been using the same custom engine (HTML5/JS canvas based) to developed our 2D games in web and in mobile for around 3-4 years now.

and we are about to develop a cross platform 3D game in mobile, but since our engine is using 2D, im sure ofcourse we cant use that specially for rendering,


now my question, what are the options in writing a cross platform 3D engine that runs on platforms. Do i go for WebGL? i dont think native OpenGL ES in android can run on IOS too, so do i need to write separate engines for both?


Note i know 3D APIs like OpenGL or DirectX and i made applications in desktop with them.

Also, using a 3rd party tools is not an option as this engine serves as both for study and ofcourse for commercial.

Developing in native for mobiles question

05 June 2015 - 08:55 AM

HI all,


i know that it is listed in the FAQ about the libraries and tools in developing cross platform mobile games stuff like Marmalade or Unity or any 3rd party tools always comes up. 


but my question is, how did tools like them did it?

our situation is, we have a native game developed in Android native, by native i meant stuff like 2D canvas, opengl, etc.

our original agreement and contract is only for android, and a couple of years later, they want to release it in iOS as well.


so how did these 3rd party tools do it? how did they make a library or a tool that compiles to both android and iOS.


I just want to get idea on how to develop and release a game that runs across platform using the platform native. 

perhaps sometime in 2D they 'compile' or release in HTML5/javascript? how about if the game is in 3D?


im just asking these question as we are still considering to develop in native or for short not use any 3rd party tools or libraries.


data storage in HTML5 for android

01 March 2015 - 05:59 PM

hi all,


we have an HTML5 game that we are planning to release into android by wrapping it thru a webview and running it locally (we dont want to port and rewrite the game), how do we handle saving and retrieving game data? 


currently, our experience in HTML5 are games hosted in facebook and data are stored in databases thru connection to servers, now we want to make local running games in mobile by using HTML5.