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PlayCanvas Update 13/06/14

· 2 min read
Community Manager

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After a busy week here in the PlayCanvas office, we thought what better way to champion our efforts than to give you a taste of what's happened at our HQ. We plan to start a series of weekly updates so you know what is keeping PlayCanvas at its best. Here's the latest news...

Snappy New Update

· One min read
Community Manager

Game developers and the idea of perfection are never far apart and we are pleased to announce a new feature that allows you to be as precise as your project demands. If you were thinking what we were thinking then...SNAP!

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iOS WebGL Support

· One min read

PlayCanvas on iPhone

Looks like Will was right with his predictions for the Apple announcements at WWDC. Our friends at Ludei have confirmed that WebGL is supported on iOS devices.

This is great news for PlayCanvas users who can now deploy games to every major browser, whether mobile or desktop.

PlayCanvas goes open source

· 7 min read

When we first started PlayCanvas (over 2,716 commits ago) WebGL was just beginning to make it's way from Chrome and Firefox Nightlies into stable releases. Fast-forward to 3 years and WebGL is everywhere, Firefox and Chrome have strong support both on desktop and on mobile. And just this week the final player Apple have joined us with WebGL support for both Safari and iOS.

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Today, we have some more great news for WebGL fans, game developers and web developers alike.

PlayCanvas Engine is now open source.

PlayCanvas Teams with Tizen

· 2 min read

Another exciting day at PlayCanvas Towers! PlayCanvas and Tizen have formerly announced a partnership, with PlayCanvas joining the Tizen Association Partner Program. So what does all this mean? Let's start with a little bit about Tizen.

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Apple Embraces WebGL

· 2 min read

In July 2011, Apple released Safari 5.1 bringing WebGL to OS X users. WebGL advocates the world over rejoiced - except there was a catch. WebGL was disabled by default, hidden behind a flag buried deep within Safari's preferences panel. The general expectation was that a switch to 'on by default' could not be far behind. Almost 3 years on, it seems this view was seriously misjudged.

How to Make a Video Game in 48 Hours

· 6 min read

Making a video game in 48 hours is tough. In fact, it's one of the most gruelling mental challenges you can face. But every 4 months, thousands of die hard game developers enter Ludum Dare, a game jam of epic proportions. And they're not doing it for the prizes (there aren't any) or even the glory. They're doing it to give the gift of a game. And when it's a game you have created yourself, it's a very personal and powerful gift.