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6 changes: 3 additions & 3 deletions blog/2015-09-21-playcanvas-feature-update.md
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Expand Up @@ -12,16 +12,16 @@ Have you ever been bothered by changes to your materials affecting all Entities

Simply drag a material onto your model to create new Entity material. Or manage it from the model component interface.

## [![shader_update](/img/shader_update.gif)](/img/shader_update.gif)
[![Shader Live Update](/img/shader_update.gif)](/img/shader_update.gif)

## Shader Assets

We now let you upload and create GLSL shader code as an asset in your project. Simply drop a **.glsl** file into the scene. Or create a new file from scratch in the asset panel.

Also, if you're smart, you can use the `asset.on('change')` event to automatically update your materials when ever the shader changes.
Also, if you're smart, you can use the `asset.on('change')` event to automatically update your materials whenever the shader changes.

**Live editing of material shaders anyone?**

These are just two of the new features we've added over the past few months. If you haven't visited PlayCanvas in a while. Now is the perfect time to get back to building.
These are just two of the new features we've added over the past few months. If you haven't visited PlayCanvas in a while, now is the perfect time to get back to building.

[TRY PLAYCANVAS NOW](https://playcanvas.com)
22 changes: 11 additions & 11 deletions blog/2015-10-23-mobile-brand-experiences-in-webgl.md
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Expand Up @@ -5,29 +5,29 @@ title: Mobile Brand Experiences in WebGL
---

<div className="iframe-container">
<iframe loading="lazy" src="https://playcanv.as/p/RqJJ9oU9/" title="360 lookaround camera" webkitallowfullscreen="true" mozallowfullscreen="true" allow="autoplay" allowfullscreen="true" allowvr="" scrolling="no" frameborder="0" />
<iframe loading="lazy" src="https://playcanv.as/p/RqJJ9oU9/" title="360 lookaround camera" webkitallowfullscreen="true" mozallowfullscreen="true" allow="autoplay" allowfullscreen="true" allowvr="" scrolling="no" frameborder="0"></iframe>
</div>

_[Try it fullscreen](http://car.playcanvas.com/)_
_[Try it fullscreen](https://car.playcanvas.com/)_

It's certainly no surprise to learn that mobile phones account for over 40% of internet browsing, but still many web-based brand experiences, especially those with high quality visuals and WebGL graphics are only targeting desktop. Historically, this is for two reasons. A lack of awareness about the power available to mobile browsers: no one is building these projects, so no one knows they are possible. And poor performance from other engines: treating the web as an after-thought and a second class citizen means large downloads and slow frame rates.
Over 40% of internet browsing occurs on mobile phones, yet many high-quality web-based brand experiences, particularly those utilizing WebGL graphics, primarily target desktop users. This trend stems from two main factors: a general unawareness of the capabilities of mobile browsers and the subpar performance of other engines that often treat the web as a secondary platform, resulting in extensive download times and sluggish frame rates.

With this in mind, the team at PlayCanvas set about creating a brand experience that could demonstrate what is possible in a mobile experience today. Using cutting edge visuals more at home in a AAA console game than in a mobile web-browser, we've created an interactive experience that any brand would be proud of.
Recognizing these challenges, PlayCanvas has developed a mobile brand experience that showcases the potential of modern mobile web capabilities. Our project features cutting-edge visuals, comparable to those found in AAA console games, crafted for an interactive experience any brand would value.

## BMW i8 Configurator
## BMW i8 Configurator

### Mobile first
### Mobile First

From low-end devices such as an iPhone 4S to the latest handset, this demo runs everywhere. PlayCanvas is exceedingly lightweight and efficient and as such is the **only solution that can deliver** realistic graphics to mobile devices.
Our demo is compatible with a range of devices, from the iPhone 4S to the latest smartphones. PlayCanvas stands out for its lightweight, efficient technology, making it the **only solution that delivers** realistic graphics on mobile devices.

### Mixed media HTML5 & WebGL
### Mixed Media HTML5 & WebGL

Using the right-tool for the job is the best way to go. Utilizing WebGL for the 3D graphics and pure HTML and CSS for the interface, your design team doesn't have to learn new tools and the 3D content can be **integrated into any regular web site**.
Choosing the right tool for the job is crucial. We use WebGL for 3D graphics and standard HTML and CSS for the user interface. This approach allows your design team to stick with familiar tools while seamlessly integrating 3D content into any regular website.

### Built in hours not weeks
### Built in Hours, Not Weeks

![Editor](/img/Editor-small.png)

PlayCanvas' tool-set is built for real-time collaboration and lets your designers and artists work without writing code. Let your coders build incredible experiences without worrying about device compatibility or hardcore maths. And share work with clients with the click of a button.
PlayCanvas' toolset supports real-time collaboration, enabling designers and artists to create together without coding. It allows developers to focus on building exceptional experiences without worrying about device compatibility or complex calculations. Plus, sharing progress with clients is just a click away.

**This is a revolution in content creation.**
20 changes: 10 additions & 10 deletions blog/2021-11-11-editor-api-beta-release.md
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Expand Up @@ -6,29 +6,29 @@ tags:
- editor
---

Over the last few months, we have been working on an [Editor API](https://developer.playcanvas.com/user-manual/designer/editor-api/) that allows users to automate tedious tasks and extend the base functionality.
Over the past few months, we have been developing an [Editor API](https://developer.playcanvas.com/user-manual/designer/editor-api/) that allows users to automate tedious tasks and enhance the base functionality.

We are excited to announce the beta release of the API today and would love to see how the PlayCanvas community will use it to power up their workflows!
We are excited to announce the beta release of the API today and are eager to see how the PlayCanvas community will leverage it to enhance their workflows!

Creating and modifying Entities and Assets are all accessible via the API. Add/remove components, scripts, tags, assets, create and instantiate templates and so much more.
The API provides capabilities to create and modify entities and assets extensively. Users can add or remove components, scripts, tags, and assets, create and instantiate templates, and much more.

Here's a great example where a context menu can be added to select Entity parents in the hierarchy to speed up scene editing:
Here's an excellent example where a context menu has been added to select entity parents in the hierarchy, speeding up scene editing:

[![Select Entity Parents](/img/select-hierarchy-parents.gif)](/img/select-hierarchy-parents.gif)
_From: [https://twitter.com/yaustar/status/1446504233537314816](https://twitter.com/yaustar/status/1446504233537314816)_

Or add random Entities to the scene:
Or adding random entities to the scene:

[![Generate Random Boxes](/img/generate-boxes-playcanvas-editior-api-1.gif)](/img/generate-boxes-playcanvas-editior-api-1.gif)

More examples and links to the documentation can be found in the [User Manual](https://developer.playcanvas.com/user-manual/designer/editor-api/).
Find more examples and access the documentation in our [User Manual](https://developer.playcanvas.com/user-manual/editor/editor-api/).

## Join our Open Source Effort

The PlayCanvas team is a big advocate for open source. This is why we have taken the step to open source the Editor API on [GitHub](https://github.com/playcanvas/editor-api). We want to build the best possible API for you so we need your help:
The PlayCanvas team is a strong advocate for open source. This is why we've decided to open source the Editor API on [GitHub](https://github.com/playcanvas/editor-api). To build the best possible API, we need your help:

- Log issues and features requests (or leave feedback on those submitted by others).
- Log issues and feature requests (or leave feedback on those submitted by others).
- Submit pull requests for fixes and API changes.
- Watch the repo or individual issues to get progress updates in real time.
- Watch the repo or individual issues to stay updated on progress in real-time.

Get experimenting and show us your work with the Editor API in the [forums](https://forum.playcanvas.com/)!
Start experimenting and share your projects using the Editor API in the [forums](https://forum.playcanvas.com/)!
20 changes: 10 additions & 10 deletions blog/2021-11-12-upcoming-code-editor-upgrade-to-monaco.md
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---
authors: steven
slug: upcoming-code-editor-upgrade-to-monaco
title: Upcoming Code Editor upgrade to Monaco!
title: Upcoming Code Editor Upgrade to Monaco!
tags:
- scripting
---

We have almost completed work on moving the Code Editor from Code Mirror to [Monaco](https://github.com/Microsoft/monaco-editor), the same editor that powers the ever popular, Visual Studio Code.
We are nearing completion on transitioning our Code Editor from CodeMirror to [Monaco](https://github.com/Microsoft/monaco-editor), the powerhouse behind the immensely popular Visual Studio Code.

[![](/img/code-editor-monaco.png)](/img/code-editor-monaco.png)
_Look familiar? 👀_

With this upgrade, it will give developers:
This upgrade will provide developers with:

- Much better performance, especially with large text files
- More editing functionality through the command palette
- Mouse driven features such as Cmd/Ctrl + Click to jump to definition, hover for documentation and a context menu!
- Significantly improved performance, especially when working with large text files.
- Enhanced editing features through the command palette.
- Advanced mouse-driven functionalities, such as Cmd/Ctrl + Click to jump to definition, hover for documentation, and a context menu.

[![](/img/playcanvas-monaco-code-editor-1.gif)](/img/playcanvas-monaco-code-editor-1.gif)

There will be some small differences which will include:
There will be a few minor differences, including:

- Syntax color changes as we've opted to use Monaco's default theme, which should be comfortably familiar to VS Code users
- Some hotkeys/shortcuts will be different (e.g moving a line up/down)
- Syntax color changes, as we are adopting Monaco's default theme, which will be familiar to users of VS Code.
- Some adjustments to hotkeys/shortcuts, such as moving lines up or down.

### When can we use it?

We are still working through a few issues but planning to release the Editor as early as next week. Keep your eyes peeled!
We are finalizing a few remaining issues but plan to release the upgraded Editor as early as next week. Keep your eyes peeled!
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Expand Up @@ -6,33 +6,29 @@ tags:
- graphics
---

Our team has been working on a new lighting system for a little while now and it's reached the stage where we want to share it to the community!
Our team has been working on a new lighting system for a while now, and it has reached the stage where we're excited to share it with the community!

[![Pirron Pool](/img/pirron-pool.gif)](/img/pirron-pool.gif)

[Pool Demo](https://pirron.one/pool/) from Solar Games using Clustered Lighting

The new system uses the clustered lighting rendering algorithm and is a huge step forward compared to our current lighting approach. New benefits include:
The new system leverages the clustered lighting rendering algorithm and represents a significant advancement over our current lighting approach. New benefits include:

- Increasing the maximum omni and spot light count to 254
- Improved app performance with more omni and spot lights
- Disabling/Enabling omni and spot lights is now super fast. No more expensive shader recompilation
- Increasing the maximum omni and spot light count to 254.
- Improved application performance with more omni and spot lights.
- Quick enable/disable of omni and spot lights without expensive shader recompilation.

Some of our early adaptors have already started using it to do things such as adding dynamic lights to fireflies at night, gunfire muzzle flashes and using it as an easy way to highlight objects in the world.
Some of our early adopters are already using it to enhance scenes dynamically with fireflies at night, gunfire muzzle flashes, and highlighting objects in the world.

We've now reached the milestone where the feature is stable and invite you all to give it a try! We can't wait to see how you will use it within your games and applications.
We've reached a milestone where the feature is stable, and we invite you all to try it! We are eager to see how you will integrate it into your games and applications.

[Full documentation is available](https://developer.playcanvas.com/user-manual/graphics/lighting/clustered-lighting/) with all the features and explanation of the options. As the Editor integration is still being developed, we have created an example project which is linked in the documentation.
[Full documentation is available](https://developer.playcanvas.com/user-manual/graphics/lighting/clustered-lighting/) detailing all the features and explaining the options. Although Editor integration is still in development, we've created an example project linked in the documentation. This project includes a script that simplifies enabling clustered lighting, which can be copied and pasted into your own projects.

Within that project, is a script that makes it super simple to enable clustered lighting that can be copied and pasted to your own projects.
We plan to make clustered lighting the default system in the midterm, with the option to use the current system, as the advantages are significant. In the longer term, we aim to phase out the current lighting system to reduce engine file size, fully transitioning to clustered lighting.

We will be looking to make clustered lighting the default system in the mid term (with option to use the current system) as there is little to any disadvantage from what we have seen so far.
As always, we value your feedback and would love to hear your thoughts on using the clustered lighting in the [forum thread here](https://forum.playcanvas.com/t/clustered-lighting-open-beta-have-hundreds-of-dynamic-lights-in-your-scene/25530).

Over the longer term, our aim is to remove the current lighting system from the engine (reducing the file size) and only be using clustered lighting.

As always, we value your feedback and want to hear your thoughts with using the clustered lighting in the [forum thread here](https://forum.playcanvas.com/t/clustered-lighting-open-beta-have-hundreds-of-dynamic-lights-in-your-scene/25530).

Useful links
## Useful links

- [Clustered lighting documentation with example project](https://developer.playcanvas.com/user-manual/graphics/lighting/clustered-lighting/)
- [Feedback forum thread](https://forum.playcanvas.com/t/clustered-lighting-open-beta-have-hundreds-of-dynamic-lights-in-your-scene/25530)
13 changes: 6 additions & 7 deletions blog/2022-09-02-playcanvas-releases-gltf-viewer-2-0.md
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---
authors: steven
excerpt: Today, we are excited to announce the 2.0 release of our glTF model viewer.
slug: playcanvas-releases-gltf-viewer-2-0
title: PlayCanvas Releases glTF Viewer 2.0
tags:
Expand All @@ -24,7 +23,7 @@ Let’s take a closer look at what’s new.

## Improved glTF Specification Support

The glTF format is managed by the Khronos Group and defines a base specification along with a variety of extensions. The first version of the viewer support 100% of the base spec plus the following extensions:
The glTF format is managed by the Khronos Group and defines a base specification along with a variety of extensions. The first version of the viewer supports 100% of the base spec plus the following extensions:

- `KHR_draco_mesh_compression`
- `KHR_lights_punctual`
Expand All @@ -50,13 +49,13 @@ Let’s take a look at three of them.

## Advanced Refraction

The volume, transmission and ior glTF extensions can simulate how light is refracted through transparent materials. This leverages PlayCanvas’ grab pass functionality to ‘grab’ and sample the back-buffer.
The volume, transmission, and ior glTF extensions can simulate how light is refracted through transparent materials. This leverages PlayCanvas’ grab pass functionality to ‘grab’ and sample the back-buffer.

[![Dragon with IOR, Transmission and Volume](/img/gltf-ior-transmission-volume.gif)](/img/gltf-ior-transmission-volume.gif)

## Realistic Rendering of Fabrics

glTF’s sheen extension enables developers to faithfully reproduce materials with the appearance of certain fabrics. This is incredibly important for production visualization (home furnishings, apparel, vehicle interiors and so on).
glTF’s sheen extension enables developers to faithfully reproduce materials with the appearance of certain fabrics. This is incredibly important for production visualization (home furnishings, apparel, vehicle interiors, and so on).

[![Cushion with Sheen](/img/gltf-sheen.jpg)](/img/gltf-sheen.jpg)

Expand Down Expand Up @@ -92,23 +91,23 @@ Initially, all information and controls for the viewer appeared in the leftmost

[![glTF Viewer Left Panel](/img/gltf-viewer-hierarchy.png)](/img/gltf-viewer-hierarchy.png)

Buttons to control viewer settings can now be found at the bottom of the 3D view. These buttons open options for camera, lighting and debug rendering (plus a fullscreen toggle).
Buttons to control viewer settings can now be found at the bottom of the 3D view. These buttons open options for camera, lighting, and debug rendering (plus a fullscreen toggle).

[![glTF Viewer Buttons](/img/gltf-viewer-buttons.gif)](/img/gltf-viewer-buttons.gif)

If you load a scene that contains animation, animation controls will automatically appear:

[![glTF Viewer Animation Controls](/img/gltf-viewer-animation-controls.png)](/img/gltf-viewer-animation-controls.png)

The controls allow you to scrub through an animation, select playback speed and even choose which animation clip to play should the file contain more than one.
The controls allow you to scrub through an animation, select playback speed, and even choose which animation clip to play should the file contain more than one.

Lastly, there is also now a button bottom right to download a rendered PNG of the 3D view.

[![glTF Viewer Download Screenshot](/img/gltf-viewer-screenshot.png)](/img/gltf-viewer-screenshot.png)

## Open Source

PlayCanvas is fully committed to an open source strategy and our glTF viewer is therefore made available to you on [GitHub](https://github.com/playcanvas/model-viewer). It is a TypeScript application built on PlayCanvas [PCUI](https://github.com/playcanvas/pcui) front-end framework and, of course, the [PlayCanvas Engine](https://github.com/playcanvas/engine) runtime.
PlayCanvas is fully committed to an open-source strategy and our glTF viewer is therefore made available to you on [GitHub](https://github.com/playcanvas/model-viewer). It is a TypeScript application built on PlayCanvas [PCUI](https://github.com/playcanvas/pcui) front-end framework and, of course, the [PlayCanvas Engine](https://github.com/playcanvas/engine) runtime.

These open source projects have been years in the making and would not have been possible without the amazing OSS community. So why not explore our various GitHub repositories and consider making some contributions of your own. We also appreciate feature requests and bug reports, so don’t be shy!

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