Seemore: Physically Based Rendering in WebGL
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.
PLAYHACK March - Win a Chromebook 2
This month we have an extra special PLAYHACK, our monthly game jam, to announce. We've teamed up with ARM, to bring you both a excellent new 3D Model to start your game with, but also an excellent prize.
Engine Update: Streamlining Components and Scripts
With the latest engine changes released today (v0.164.0), we're streamlining our API to make it quicker and easier for you to get started with PlayCanvas. Less API to remember, more time coding your game.
Build a game for a loved one this month.
Our most popular PLAYHACK ever finishes today. Last month's gem challenge sparked your creativity and led to over 30 forks of the project.
PLAYHACK - We challenge you to a jewel!
PlayCanvas in 2014: A Year In Review
In 2011, PlayCanvas started its journey as the world's first cloud-hosted game development platform, and over three years later we’re still giving you the next generation toolset to build, share and play video games.
In 2014 our community has grown from roughly 2,000 to over 20,000 users and there has been over 2,000,000 views of PlayCanvas projects. There really has never been a better time to join us! So without further ado, here’s a look back at PlayCanvas and the Games industry in 2014 and glance ahead into the new year.
PLAYHACK December - Collecting Presents
PLAYHACK is our fun monthly game building session. Throughout the month I’ll be posting tips and tricks to help you get a game made by the end of the month. Don’t forget, these are just examples. You can make any game you like. Read more about this month’s PLAYHACK.
PLAYHACK December - Creating Presents
PLAYHACK is our fun monthly game building session. Throughout the month I’ll be posting tips and tricks to help you get a game made by the end of the month. Don’t forget, these are just examples. You can make any game you like. Read more about this month’s PLAYHACK.
Physically Based Rendering comes to WebGL
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.