PlayCanvas Update 20/06/14
Now it really has been a busy week for us and we have so much to tell you about. Here's a run down on improvements to the engine and what happened behind the scenes at PlayCanvas this week.
Now it really has been a busy week for us and we have so much to tell you about. Here's a run down on improvements to the engine and what happened behind the scenes at PlayCanvas this week.
On Thursday 19th of June we will be showcasing some of our recent work with the amazing and exciting Oculus Rift Development Kit. In the build up and anticipation to this event we hope to convey why Virtual Reality and revolutionary hardware from Oculus VR are set to be a part of our future at PlayCanvas. Playing a game in VR is one thing. Making a game in VR...now that really is the future.
Our recent commitment to open sourcing is not the only thing we at PlayCanvas are open about. To help get in touch with our community, we are starting a series of posts about the people behind PlayCanvas. From the informative down to the outright silly, step deeper into our world.

"I wanted to work at Marvel Comics when I was 18 but my coding skills won out which is probably for the best!"
First up is Will, our CEO and co-founder, from everyone's favorite sleepy little town Bedford, England!
Today we're pleased to introduce the updated, all new and fancy Platform Game Starter Kit. We've worked hard with the talented artist from SWOOOP to provide a complete set of code and assets for you to build your own platform games.
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...
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.
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.
Today, we have some more great news for WebGL fans, game developers and web developers alike.
PlayCanvas Engine is now open source.
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.

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.