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Member Since 02 Jul 2013
Offline Last Active Apr 17 2017 09:23 AM

Posts I've Made

In Topic: oTakhi Platform: WebGL Massive Explosion Effect

29 May 2016 - 05:49 AM

An art directable tornado simulation using our fluid simulation engine.  The funnel shape follows a spline path drawn by the user.



Attached File  tornado.jpg   55.73KB   2 downloadsAttached File  tornado01.jpg   55.1KB   4 downloads

In Topic: oTakhi Platform: Object Composition

06 July 2015 - 08:44 AM

Using object composition, we can package complicated post-processing steps for generating global godrays effect into a reusable, self-contained component.  For an external scene wanting to use godrays effect, all it needs do is to provide a scene pointer to itself and setting the sun's world position.


Here is a tutorial video detailing this process.





This scene depicts the depth map generated for calculating the occlusion effect in the shader.







In Topic: Web-Based Vector Graphic Engine and Dynamic Motion Synthesis

11 December 2014 - 11:58 AM

We've managed to squeeze out another 10-20% gain in performance and

fixed several bugs reported by our internal testers.  


The new release (build 725) is available at https://www.otakhi.com/petridish


The petridish itself is also optimized to reduce load time latency.


Thank you and happy holidays to all.


P.S.  Once all the basic tools are in place, we will move into actual game development.  Expect game titles to be released from our studio in the new year.

In Topic: Browser games magic

02 November 2013 - 11:51 AM

Perhaps you can try our cloud-based HTML5 game engine. It uses only web technologies and run in the browser.

It follows a top-down object-oriented design.  Basically, it means you can visually (drag and drop) to wrap any

lower level codes and media assets into reusable and shareable components.  Once published to our store, 

others can build apps from your components.


It took me only a few minutes to create these scenes:


Pandora's Box   

Vandalize David 


We are currently working on a new technology called the "blueprint game generator".  Blueprint is an XML file that directs and guides 

users' components to work together to form a game.  Any user can create and share blueprints using Blueprint Composer.  Our code generator will be able to create the

finished products from user-submitted blueprints (e.g. by dynamically pulling required game resources from our repository.)

In Topic: Beginning

02 November 2013 - 08:54 AM

We are working on a new cloud-based technology called "blueprint game generator" which will dynamically pull game resources from our repository and generate HTML5 games.

When that day comes,  even a blind-folded monkey pounding on a tablet would generate interesting games.  This is possible because our object-oriented framework allows users to publish and share game assets, codes (game rules and AI), and blueprints (which are xml files that direct and guide all these objects to work together to form games.)   All that monkey need do is to push a big red button to start the code generator which will build the final product based on the 'blueprints'.