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daredevildave

594 karma · joined October 6, 2009

CEO and co-founder of Auto https://auto.inc - personal apps for your camera Previously Eng. Director for Games/Minis/Bitmoji at Snap Previously co-founder at http://playcanvas.com
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daredevildave··on Ludum Dare #28 starts today
Ludum Dare has been so much fun over the years. We've been doing it for 2 years now, and have had mixed success :-)

http://www.ludumdare.com/compo/2013/12/13/playcanvas-is-in/

But we've created some awesome little games (and some less awesome ones) but always learned and pushed our platform forward that bit.

2yrs ago, http://apps.playcanvas.com/dave/alone/latest

1.5yr ago, http://apps.playcanvas.com/dave/tiny_world/latest

6m ago, http://apps.playcanvas.com/will/mondrian/ld48

6m ago, http://apps.playcanvas.com/dave/minimal/ld48

daredevildave··on No Man’s Sky Is A Huge Procedurally Generated Sci-Fi Exploration Sim
There's an video interview with one of the developers here:

http://www.eurogamer.net/articles/2013-12-08-hello-games-deb...

daredevildave··on Notch, WebGL, Dart, and ramping up quickly
You might want to take a look at our product, PlayCanvas. We've tried to do all the maths for you, so you don't have to. :-)
daredevildave··on The future of 3D creation: on the web?
Model with Clara.io, animate with mixamo.com and develop your game with PlayCanvas.com. The future of game development is online!
daredevildave··on Pixar's Universal Scene Description
I don't think WebGL will have any affect here. The requirements for runtime asset format vs. interchange formats are completely different.

Generally runtime formats are designed to optimize out all the cruft that interchange formats like COLLADA and FBX have to keep around in order to be portable.

This is the reason most engines (including ours, PlayCanvas) use custom model formats at runtime. They are specifically designed to work well in a particular engine.

In Autodesk's defence the FBX SDK loads COLLADA and OBJ files very well, so we're able to support all these formats easily. The downside is that other software (such as Blender) has poor FBX support because they can't (or don't want to) use Autodesk's SDK.

daredevildave··on Shopify POS
Being a US company, I'm guessing there is no chip and PIN support?
daredevildave··on Babylon.js: JS framework for building 3D games with HTML5 and WebGL
PlayCanvas [disclaimer: I'm CTO] has a full 3D import pipeline from FBX, COLLADA and OBJ which supports skinned animation and all default materials.

Plus we have a level designer, physics engine, scripting API, hosted publishing, and a halfway decent positional sound library :-)

You can see importing models and animations in action here http://www.youtube.com/watch?v=qy_fRcV-3wk, or signup for yourself [http://playcanvas.com]

daredevildave··on Optimizing your JavaScript game for Firefox OS
What? Sorry, that's just not true.

MS-DOS games in 1992: http://www.youtube.com/watch?v=D6E4FZdY-pM

JavaScript games/tech in 2013: http://playcanvas.com/demos/ http://services.runescape.com/m=itemdb_rs/bestiary/?show=50

daredevildave··on African Bus Routes Redrawn Using Cell-Phone Data
I wonder if this was done in, say Poland, would it be titled "European Bus Routes Redrawn Using Cell-Phone Data"?

Why is it no-one narrows down descriptions of Africa to below continent-level?

daredevildave··on Making a game on the C64
The solo competition is actually 48 hours. The Jam (teams) competition is 72 hours. This was a 48 hour entry.
daredevildave··on Verlet-js - Open source dynamic body physics engine
Here are some examples of ammo.js running in PlayCanvas[1]

Vehicle: http://apps.playcanvas.com/will/ammo/vehicle

FPS Character Controller: http://apps.playcanvas.com/playcanvas/physics/charactercontr...

Crates!: http://apps.playcanvas.com/will/ammo/crates

[1] Disclaimer: I'm a co-founder :-)

daredevildave··on Users don't like social login
This is exactly what I said to Ben when we implemented Persona at PlayCanvas.

Social logins might be OK if you are making a photo-sharing app or a social newsreader, but if your business relies on _companies_ signing up, my suspicion is people won't be comfortable signing up with their Facebook account.

We wanted the benefits of a secure login system without all the social baggage. Persona provides that. Though we also support Google OpenID as lots of people already have a GMail or Google Apps account.

As an aside, I won't sign up for _anything_ using Facebook, I simply don't trust them or the app not to broadcast my every move to people.

daredevildave··on WebKit for Developers
I'm a little surprised by this line, in reference to Chrome on iOS:

    "Also, for what it’s worth, JavaScript is so rarely the
    bottleneck on mobile that the lack of JITting compiler 
    has minimal impact."
But then I'm making HTML5 games so JavaScript performance is pretty much the only thing I care about.
daredevildave··on Why you should use WebGL
Performance: How fast is fast enough? We may not be able to make Battlefield 3 run in a browser yet, but there is a whole host of games that are possible, and are still a step-change in graphics compared to the 2D flash games.

We've got demos that are full rigid body simulations[1], 3rd-person shooters[2], fun little arcade games[3] and more[4]

Libraries: Three.js is great, but it's not a game engine. For games, the tool chain does exist though! At PlayCanvas[5] we've got a engine, visual editor, asset management, and publishing support. No WebGL knowledge required :-)

And because we're doing everything hosted in the browser, it gives us some cool bonuses, like real-time collaboration, cross-platform/device support, access from any browser.

[1] http://apps.playcanvas.com/will/ammo/vehicle

[2] http://apps.playcanvas.com/playcanvas/scifi/latest

[3] http://apps.playcanvas.com/playcanvas/apocalypse/latest

[4] http://playcanvas.com/demos

[5] http://playcanvas.com

daredevildave··on A Minecraft-like Block Based Game Engine Using Three.js, WebGL and Node
Please do get in touch.

We love how easy it is to get a sample/demo/game published using PlayCanvas, we use it _all_ the time. We offer the option to download your game export and host it yourself but it's one button to publish to PlayCanvas so we're sure most people will want to do that.

daredevildave··on A Minecraft-like Block Based Game Engine Using Three.js, WebGL and Node
Hopefully WebRTC data channels will enable UDP-like comms from the browser.
daredevildave··on A Minecraft-like Block Based Game Engine Using Three.js, WebGL and Node
This is exactly the reason we started PlayCanvas [http://playcanvas.com]. I don't think it will be long before there is a modern browser in every TV, phone and tablet, in addition to every desktop machine.
daredevildave··on Doom3 Gangnam Style in WebGL
Here is the CPU: https://twitter.com/daredevildave/status/289029688943321089/...

Turns out a m1.small is much better than an t1.micro :-)

daredevildave··on Doom3 Gangnam Style in WebGL
Now running on a larger instance.

Cloud win! (for the moment...)

daredevildave··on Valve And Xi3 Team For ‘Piston’ Steam Box
Would it kill them to put a f-ing link to Xi3 in that article?
daredevildave··on The Future of Games on the Web
I think it is easy to under-estimate how much difference it makes when your game is on a URL and is running with now download and install.
daredevildave··on Mozilla Game On
Apologies for the shameless plug:

If anyone is interested in making a game for Game On, you might be interested in using PlayCanvas (http://playcanvas.com) to do so. Our CEO, Will, spoke at the Mozilla Game Jam in London at the weekend.

We're making a HTML5 game development environment in your browser. Features: 3D engine, real-time collaboration on scenes; game-scripting in javascript; art-pipeline for Blender, 3DS Max, Maya. Demos here: http://playcanvas.com/demos

Email support{at}playcanvas{.}.com and mention Game On or email me directly if you are interested.

</plug>

daredevildave··on Physics in Javascript Using Box2D
We've been testing out ammo.js (Emscripten compiled Bullet) for 3D physics. In this demo http://apps.playcanvas.com/will/ammo/crates after the first couple of resets, it runs smoothly.

It does indeed seem to be the JIT warming up. The good news is that Chrome Canary is significantly smoother, so 6-8 weeks until that hits stable.

daredevildave··on Show HN: Weekend project for Halloween in WebGL
Sorry! The other programmer working on this is colour blind too, but he obviously wasn't effected.

The instructions say:

    Click to focus
    W-A-S-D to move
    Mouse to look
    Spacebar to go fullscreen
daredevildave··on Show HN: Weekend project for Halloween in WebGL
Chrome should capture the mouse when you click. Firefox only allows pointer lock in fullscreen mode.
daredevildave··on Making a Multiplayer 3rd-Person Shooter in HTML5
Sorry, we're getting a bit of a battering at the moment. It doesn't usually take that long.
daredevildave··on Making a Multiplayer 3rd-Person Shooter in HTML5
Hmm, that seems unusual. I'm running a Late 2008 MBP and I get between 20-40FPS in Chrome and similar in FF. Though my machine has 512MB GPU RAM, so it's possible that you are running out of space for textures. There's still work to do there. :-)

Another thing that might cause problems is the the Energy Saver preferences. You need to ensure that the graphics option is set to Higher Performance. (At least in 10.7 you do)

daredevildave··on Making a Multiplayer 3rd-Person Shooter in HTML5
Doh, that's my fault, We're connecting to the game server on port 8000. Should be using 80.
daredevildave··on Making a Multiplayer 3rd-Person Shooter in HTML5
Hi, can I ask which browser you are using?
daredevildave··on UK man convicted for sending "menacing" tweet wins appeal
I believe the police recommended that no charges be pressed but the CPS went ahead anyway.
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