Skip to main content

7 posts tagged with "game"

View All Tags

Master Archer lands on Facebook Instant Games

· One min read

We're excited to announce the launch of Master Archer, our new Instant Game for Facebook Messenger. Shoot the fruit from Bob's head and challenge your friends with your high score!

Only a week on from release and Master Archer has already cracked 1,000,000 players!


This shows the incredible viral power of Facebook's new gaming platform.

Many developers make 3D apps with PlayCanvas, but as you can see, PlayCanvas can also be used to create beautiful 2D games as well.

To play, open Facebook Messenger, select a friend and hit the joypad icon:


And select Master Archer from the game list!

Or you can play on if you are using a desktop browser.

What's your high score?

Let us know your high score in the comments!

TANX Takes WebGL Gaming to a New Level

· 2 min read

One of the most popular WebGL games today is TANX, our online tank battle game. WebGL brings developers amazing new possibilities: lightning fast load times, cross-platform play, easy sharing, incredible performance. It all adds up to instant, pure fun.

But as good as TANX is, we've been working hard on a major upgrade. And we're happy to announce that it's live today! So what's new?

We've added a brand new level. We've moved away from the 'TRON' style graphics and adopted a more realistic style. Beautiful, I hope you'll agree.


All power ups have been lovingly remodeled.

TANX Powerups

We've added a very sexy shield effect. See it crackle with energy as it kicks in. All done in a special custom GLSL shader.

TANX Shield

To turn up the mayhem, we've added camera shake and punchy explosions, built with PlayCanvas' particle system component.

TANX Explosions

The game even has a new URL. Play now at:

⚠️ Public Service Announcement: TANX is highly addictive. Please take occasional breaks!

Can you believe this game is playable after loading just 2.8MB of data? Massive fun delivered to your browser in seconds.

We hope you love this update. But what do we have planned for the future? Is there more to come? You'd better believe it! Our games team is now working full-time on TANX so expect continual updates over the coming months. Send us your feature requests and suggestions in the comments below!

Miniclip Launches Their First PlayCanvas Game

· 2 min read

PlayCanvas is proud to announce that browser-gaming giant Miniclip has published their first PlayCanvas-powered game: Virtual Voodoo.

Virtual Voodoo is designed to get you in the mood for a spooky Halloween. Make the poor Voodoo doll's life a misery with a dastardly selection of spells, curses and implements of pain! You can even customize the doll with different clothing and accessories.

Jamie Cason, Executive Producer at Miniclip said:

We’re really excited by PlayCanvas technology and the promise that it holds for the future of Open Web Games. It is currently the best toolchain and engine for WebGL that we’ve seen and Virtual Voodoo represents the first of, what we hope to be, a series of successful PlayCanvas-powered Miniclip titles.

Using PlayCanvas to create new games is a no-brainer for Miniclip. Browser plugins are gradually being phased out of the browser ecosystem and HTML5/WebGL are the technologies browser game developers are moving to. PlayCanvas is the only professional IDE for building lightweight HTML5/WebGL games that have incredibly short load times. Virtual Voodoo is playable after loading only 4MB and loads in seconds. This means more players end up playing the game and Miniclip achieves better retention.

Look out for more PlayCanvas-games from Miniclip in the future. But for now, why not embrace your dark side and PLAY VIRTUAL VOOODOO NOW!


· One min read


Last Friday night PlayCanvas resident artist Philippa Moore took our game SWOOOP up to Dalston to the London Game Space. The event?

LadyCADE, a casual and friendly gathering for people who make and enjoy games...and who happen to be women.

A fantastic event which we were delighted to be able to attend. Look out for future LadyCades at other events like Nottingham Game City later this year. Make sure you follow them on Twitter for more updates.

We held a make-shift high score competition with post-it notes on the wall and big congratulations to @flappyfingers for his determination in taking away to the top spot.

The final results are here:

SWOOOP Highscores

Thanks to Gemma, Holly and others who helped to organize this great event.


· 2 min read

SWOOOP title
SWOOOP - mobile browser game built using the PlayCanvas Engine

Today, PlayCanvas is excited to reveal SWOOOP. Our latest example of true cross-platform gaming.

In SWOOOP fly your bi-plane around a magical island collecting gems and competing for the highest score.

SWOOOP is a fantastic example of how PlayCanvas, WebGL and HTML5 are offering game developers new, efficient ways to create games and accessible ways to get games into the hands of players.

Created in just 4 weeks, SWOOOP was only possible because the powerful PlayCanvas Game Engine allows our developers to forget about the complexities of low-level graphics programming and concentrate on building fun, compelling gameplay and beautiful artwork.

Development of SWOOOP made heavy use of the real-time collaboration and cloud-hosted nature of PlayCanvas. It was made by just 2 developers, a single programmer and a single artist, located in different cities (Athens and London). This sort of remote development is only possible using our cloud-hosted toolset. It's a game-changing technology for developers who've never had this feature before.

Try SWOOOP for yourselves at it runs great in all modern browsers. For an even cooler experience try it in Chrome or Firefox for Android. SWOOOP is the world's best looking game, available to play in mobile browsers.

Mobile App Stores

While SWOOOP runs great in browsers, both desktop and mobile, it's important that we allow game creators the widest possible distribution. Which is why we've partnered with Ludei. Using their CocoonJS technology we're able to compile SWOOOP to a native application that can run on both Android and iOS devices. Look out for SWOOOP in mobile app stores really soon.

Open Project

SWOOOP in Designer
The SWOOOP project is open to everyone

For PlayCanvas developers, there's even better news. The SWOOOP project is open for you to view right now! Browse the project for yourself and learn how the PlayCanvas team make games using the engine.

And finally, don't forget to share with your friends and share your high scores with us!

Dungeon Fury: 3D Browser Gaming Arrives on Mobile

· 2 min read

Dungeon Fury
Play Dungeon Fury in mobile and desktop browsers now

Something incredibly exciting is happening in the mobile browser space right now. WebGL is rapidly being integrated into browsers and all of a sudden, game developers have the technologies they need to deliver high quality 3D video games without having to deploy a native app. To show what is possible today, PlayCanvas has developed the game 'Dungeon Fury', a light-hearted fantasy game that pushes your reflexes to the limit. Dungeon Fury represents the world's first 3D HTML5 browser game that is built specifically for mobile (although it works great in desktop browsers too!). And if all this wasn't cool enough, the whole game was written using only a web browser, made possible with the PlayCanvas game engine!


PlayCanvas on mobile is built upon bleeding edge technologies and as such, the game is pushing mobile browsers very hard indeed. Consequently there are some known issues and things to look out for. Supported mobile browsers are as follows:

  • Firefox for Android
    • The game works in the Release Channel build but performance is far higher in the Nightly Channel.
  • Chrome for Android
    • WebGL needs to be enabled by toggling 'Enable WebGL' in chrome://flags.
    • Game audio is fairly unreliable and when it does play, it lags the gameplay quite significantly. Google are hard at work, implementing Web Audio for Chrome M27, so this is a temporary problem.
  • Opera Mobile for Android
    • Works but performance is far behind Firefox and Chrome.
  • BlackBerry 10 browser
  • Firefox OS
    • If you don't have a test device, check out Mozilla's Firefox OS Simulator that is delivered as a Firefox add-on.

Supported desktop browsers are:

  • Firefox
  • Chrome
  • Internet Explorer (the game will request you install Chrome Frame if you do not already have it installed)

We'll be regularly updating the game in the coming weeks so give us your feedback. We'll also be releasing further blog entries detailing how we built the game. In the meantime, if you're interested in making your own HTML5 games with PlayCanvas, why not join the beta?

Making a multiplayer 3rd-person shooter in HTML5

· 6 min read

D.E.M.O. Multiplayer 3rd-person shooter running in the browser

PlayCanvas were lucky enough to show a demo of our collaborative HTML5 game development toolset at Google I/O a few months back. We had a few existing demos of simple games that we had made in order to test the platform.

However, we really wanted to show something a little more high-end, to showcase the possibilities that HTML5 offers for next-generation browser games. With a little under two weeks to go we started work on the demo we'd feature on the show floor. A networked multiplayer 3rd-person shooter we descriptively called 'scifi'. We’ve since renamed it to the slightly less descriptive D.E.M.O.

Try playing D.E.M.O. now.

Firefox: Hiding the mouse cursor only works in Fullscreen mode, press SPACE to toggle fullscreen.

We think the result is something is pretty special so we’re sharing it with you today. We think you’ll agree that it heralds the beginning of a new generation of HTML5 games.

We also wanted to talk about how using PlayCanvas allowed us to make D.E.M.O. in around 2 weeks. A staggeringly short time for any game, and it really shows off the power of collaborative development and great tools.

The game and the PlayCanvas Engine are written entirely in JavaScript. It’s pushing at the boundaries of the browser gaming using the latest HTML5 APIs, including:

  • WebGL for the graphics;
  • Web Audio API for sound;
  • WebSockets for networking;
  • Gamepad API for controller input;
  • PointerLock API to hide the mouse cursor;
  • Fullscreen API to give you an immersive experience;

D.E.M.O. was built on top of the PlayCanvas Engine, which provides graphics, audio, input handling, etc. The game itself is a few thousand lines of JavaScript, the source code is available if you want to take a closer look. We also wrote a simple server which runs a WebSocket server powered by NodeJS to set up games and redirect messages to connected clients. The source code for this is available too.

How was it built?

Two weeks is very short time to build an app like D.E.M.O. and along with lots of long hours coding we were only able to do this thanks to the PlayCanvas platform that we’ve built, so we want to share with some of the ways which it saved us time, and can save you time too.

Asset wrangling

SWAT Model
Side-by-side rendering in 3DS Max and PlayCanvas Engine

We’ve made a beautiful looking game in 3D in next to no time. We could do this because the PlayCanvas asset tools are built to ingest a wide range of model formats and set up to ensure that default materials from popular 3D packages appear identical in engine as they do for the artist.

The sci-fi levels and the SWAT character and animations were all created using 3D Studio Max default materials. With no effort on our part we could export the source assets into the PlayCanvas format and be sure they would look nearly identical at runtime. If you were to get assets from a site like Turbo Squid you need to know that it will just work in PlayCanvas without modification. Within minutes of receiving 3D assets from a 3rd party you can have characters and environments in game.

Building the level

Building the D.E.M.O. in PlayCanvas Designer

Traditionally, this would consist of building out the level in low detail (often called grey-boxing) and running about it in to get feel for the how the game plays, where the choke points are and how the spawn points should be placed. Unfortunately, we didn’t have the art resources to design the level in this way but we did have a set of 5 or 6 components which fitted together like jigsaw pieces.

Even though there was a limited choice of level design, both Will and I wanted to be involved in the discussion over the how level should look. As we were working around 50 miles apart, getting together around a laptop screen wasn’t going to be possible. Fortunately the PlayCanvas Designer is the perfect solution for this type of collaborative work. We are able to simultaneously view the same level and while talking face-to-face over Skype, we could both position the pieces in real-time and discuss the pros and cons of each configuration.

We had a pretty simple task to complete but we were miles apart and using the Designer meant that we had no problem collaborating despite this. It’s clear to us that scaling this up to a design team would be incredibly liberating and will really change the way that games are made.

Cloud Development

By the time of the conference, development on the demo had nearly finished and we had a few hours to set up our booth. Google kindly provided a MacBook Pro and one of their new fancy Chromebooks for us to demo on. Our plan was to run the PlayCanvas Designer on each machine along with a live running build of the game. That way we could demonstrate how editing data on one machine would update instantly in both the Designer view on the other machine and the live games running on each machine.

Total set up time for installing tools and getting up and running on both machines? Under a minute, simply open Chrome and navigate to a url. This is possible because of cloud development. Every part of the process is based in the cloud: the tools, the assets and the code.

Help us, help you

The service we’re building at PlayCanvas is designed to make creating games faster and more accessible. We're building games ourselves in ways that we wouldn’t have thought possible a few years ago and we want you to do that too.

If you are interested in trying out PlayCanvas to build your games, get in touch, email us at to join the Beta trial.

Play the game

Try out D.E.M.O for yourselves. We’ve divided it into multiple 3-player games, you will join the first free game. It should run in any browser that supports WebGL.