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Post by TinSoldier on Jan 26, 2017 0:51:50 GMT
Latest fireFox v51.0 downloads, required for WebGL v2.0 support, not required for PlayCanas, only if WebGL is used. www.mozilla.org/en-US/firefox/all/PlayCanvas samples playcanvas.com/explore/activePlayCanvas signup playcanvas.com/project/450662/overview/my-first-projectWebGL 2 demo built by PlayCanvas playcanvas.us2.list-manage1.com/track/click?u=c631f23c118ced493c1ba9659&id=e3ba2cffe8&e=a1e8808e14PlayCanvas has a free version, and 2 paid options for the program The free version limitations can only host projects on their servers anybody has access to play your project during development ( no private projects ) can only build so many projects at one time 300 Mb of storage space the most expensive version cost $249.00 US, $320Can with current exchange rates. both paid versions allow you to download the source HTML for local hosting on your choice of servers. don't quote me, but i believe playcanvas also supports angle script just like 3drad does. I'm not a fan of being forced to use my webbrowser to build a project on their servers, but from i've seen so far, it's the closest thing to 3drad and has a free version. I signed up, and i'll play around at some point, i still have lots to discover on their forum t, so check it out.
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Post by TinSoldier on Jan 26, 2017 1:31:02 GMT
And because projects are HTML5, just about any current webbrowser can play your games, including on smartphones ( as long as HTML5 is supported )
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Post by TinSoldier on Jan 31, 2017 4:47:55 GMT
Further checking of playcanvas forums reveals that muliuser projects (networking) isn't builtin by default.
One of there own networked multiuser demo projects requires us to install node.js and uses their servers to run the project through our browser.
The documentation also says that we need to buy a license to enable exporting the project resources and GTML5 code for self hosting options, like running your own server or paying for a hosting plan that supports node.js usage.
To add to that, all networking support in game requires us to script it in java script.
The demo does include basic JS to run the demo... but a full networked project will require a lot more scripting in javascript.
playcanvas is off my radar.
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