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13 posts tagged with "engine"

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Declarative 3D with React

· 4 min read
Mark Lundin
Software Engineer

Since introducing PlayCanvas, we've seen developers the world over build amazing 3D experiences using the PlayCanvas Engine and Editor. But what if you are a React developer?

Today we're proud to announce the release of PlayCanvas React, a new declarative way to build 3D content using React.

PlayCanvas React is a thin React wrapper around the PlayCanvas API. It allows you to build rich 3D content in a declarative way that fully integrates with the React ecosystem. You can create rich, complex 3D content with assets, physics, gaussian splats, audio, and more, all while leveraging the powerful state management of React.

Check out the CodeSandbox below. Slide open the code editor and play with the code in real time.

Porting a Large ES5 JavaScript Library to ES6 Modules and Rollup

· 5 min read

Since 2011, the PlayCanvas engine sourcebase has adhered strictly to the ES5 JavaScript specification. Since then, the JavaScript language and the surrounding tools ecosystem has moved on considerably. But PlayCanvas has steadfastly stuck to ES5. Why? Internet Explorer 11.

IE11 was released on October 17, 2013. But even today, StatCounter reports that IE11 has 2.43% of the global desktop browser market. Since PlayCanvas content is viewed by 100s of millions of end users, this is a pretty big deal.

PlayCanvas Engine reaches 1.0.0!

· 2 min read

PlayCanvas was born 7 years ago, way back on 9th May 2011. In the early days, we were essentially prototyping, seeing what this amazing new WebGL API could do. By October 2011, we set up a source code repository and committed our first engine prototype. Right at the beginning, we adopted semantic versioning for naming our releases. Our initial commit generated engine v0.10.0. From that point onwards, we adopted a rapid release cadence, often publishing more than one release a week. The months and years passed, our team grew and feature after feature was integrated into the codebase. But through all that time, we never incremented the major version number. Why? Well, there were several reasons.

PlayCanvas Scripts 2.0

· 2 min read

We've just launched "Scripts 2.0", a complete re-design and re-implementation of the scripting system for PlayCanvas applications. Our goals were to fix an array of small irritations that had built up over using the PlayCanvas scripting for the last few years and take the opportunity to clean up the interface and simplify the creation and usage of scripts.

Enhanced Asset API

· 7 min read

Today we're pleased to update the engine and tools with a new Asset API. We've finessed the API to make it more intuitive and also added some extra features to make it easier for you to preload or stream in assets at any stage of your application.

This post should introduce some of the new APIs, plus give you an upgrade guide for areas of the API which have changed.

Physically Based Rendering comes to WebGL

· 2 min read

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.