Autocomplete and Realtime API Reference added to Code Editor
PlayCanvas scripters rejoice! The Code Editor has just received a major upgrade. We have just deployed two new related features:
- Autocompletion
- Realtime API reference documentation
Will Eastcott is an entrepreneur and veteran technologist of the games industry with experience at EA, Sony, and Activision. He has been credited in many AAA game franchises such as GTA, Call of Duty and Max Payne. He is best known for co-founding PlayCanvas, the web graphics creation platform. As CEO, he has championed the company's mission to make graphical web app development more accessible and collaborative through open-source technologies and cloud-based tools.
View all authorsPlayCanvas scripters rejoice! The Code Editor has just received a major upgrade. We have just deployed two new related features:
Greetings, PlayCanvians! It's time to update you on all the cool things we've deployed recently. Let's get started!
It's been another busy week for the PlayCanvas team. Here's a quick run down of the coolness we've deployed for you!
At GDC 2015, ARM and PlayCanvas unveiled the Seemore WebGL demo. If you haven’t seen it yet, it takes WebGL graphics to a whole new level.
CLICK HERE TO LAUNCH SEEMORE
GDC is here again. What better time to announce our newest demo, built to show the awesome power of the ARM Mali family of GPUs. It's called Seemore, and it showcases the next evolutionary step in PlayCanvas' Physically Based Rendering (PBR) technology.
Click the fullscreen button top right for the best experience.
If you're working with real-time 3D, chances are that you want your scenes to look physically accurate. For many years, graphics engines have relied on a non-physical approximations without respect to energy conservation and had problems with properly decoupling lighting from the actual material properties. In recent times, huge advances have been made to formulate more accurate shading approaches as well as provide sensible material inputs, which could approximate many types of surfaces without using hacks and tweaks for each scene and lighting conditions. This is a collection of techniques and art-producing approaches often referred to as Physically Based Rendering, or PBR.
Last Thursday, Intel staged one heck of an awesome event in London: 'The Buzz Workshop: Be Mobile'. It was essentially a mini-conference that consisted of talks given by industry experts, a panel and even an indie game pitch event.