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

Topics I've Started

WebGL FABRIK Implementation

17 April 2017 - 09:13 AM

We have successfully implemented FABRIK into our cloud-based game engine.

It  is many times faster than Jacobian solver.

Have a look here:



You can play with the hand here:



Each finger starts out with a ball joint constraint at the base and hinge joint constraint for all the the upper segments.


oTakhi Platform: Building Distributed Web Applications using Remote Procedure Calls

11 March 2017 - 11:59 AM

The ability to perform Remote Procedure Calls (RPC) is the key enabler for supporting complex distributed web applications and games over our software object distribution framework, where multiple software agents in different roles can conduct business via diverse communication acts.

Unlike traditional RPC where a few developers dictate its design and consequently limiting the scope of distributed applications, our system allows any user to create his own RPC that can be executed by any remote host.  Essentially, it is server-mediated Peer-to-Peer Remote Procedure Calls.

A user initiates a call by specifying the software components to be pre-loaded from our repository, a remote script acting as application logics, its input parameters, and a short greeting.  Once it is executed with peer's permission, the result is immediately returned to the caller using Server Sent Event with near real-time performance.

Our RPC's workflow looks like this:





Here is the tutorial video on how to set it up...



Visit https://www.otakhi.com/archive to see all our previous tutorial videos.



oTakhi Platform: Realistic Explosion Enhanced by Bloom Post-Processing

28 September 2016 - 07:20 AM

Introducing our new bloom filter featuring Gaussian blur, dynamic scene luminance calculation for automatic color range correction, and selective application (to selective meshes only).  When applied to our Navier-Stokes simulation, realistic explosion can be created as below:




Use our many other post-processing filters to enhance visual impact of your scene:


oTakhi Platform: Molecule Pack Development

17 August 2016 - 03:49 PM

I would like to introduce the release of our Molecule Pack Development Template for creating custom molecules for extending our framework.


Our engine allows app developers to define custom Object Design and Object Semantic interactively in a top-down fashion.


Unlike conventional bottom-up approach where low level OO design are dictated by a few developers which often results in rigid workflow limited to a set of fixed API.


Here is a short video demonstrates the potential of Molecule pack development.  


Because of our top-down approach, our engine is technology-agnostic.  


Molecule packs can be created by wrapping libraries built on drastically different technologies (e.g. three.js, babylon.js, or raw WebGL)


Visit our technology showcase here:  https://otakhi.tumblr.com/


and our tutorial video archive: https://www.otakhi.com/archive



Otakhi Platform: Webgl Real-Time Navier-Stokes Simulation System Getting More Powerful

16 July 2016 - 07:08 AM

Our industry-first WebGL Real-time fluid simulation system is now highly extensible and customizable.


(1) Dynamically add fuel to 3D scene and control background's ambient and fuel's ignition temperatures to trigger explosion.  Manually control temperature, density, and divergence expansion ratio and their dissipation coefficients for optimal effect.  



(2) Tornado - create custom atmosphere phenomenon by dynamically setting each voxel's density, temperature, velocity values in a custom shader. Use a spline path to control tornado's funnel shape.



(3) Turbulence - control 3 octaves of perlin, fractal, and curl noises to increase the entropy of a fluid simulation.



(4) Automatic obstacle's position and velocity detection. It is now possible to create realistic air turbulence effect around helicopter's turbine blades.