This tutorial will walk you through how to create a web app that visualizes the location of any satellite in real-time, like the International Space Station.
We’re going to do this from scratch, using the same techniques a real rocket scientist would!
Sketchfab’s API gives you programmatic access to the largest collection of glTF 3D models on the web. This article walks you through a minimal code example to show you how to:
I originally implemented this to let readers of my WebGL outlines tutorial see how the effect looked on test cases of their choosing since I kept finding algorithms that didn’t work on my specific corner cases (but I wouldn’t find out until…
This article describes how to visualize outlines for a WebGL scene as a post process, with example implementations for ThreeJS & PlayCanvas.
There are a few common approaches that produce boundary-only outlines as shown on the left of the above picture.
Gimbal lock is a common issue that arises in 3D rotation systems. Conventional wisdom says that you should represent your rotations as quaternions to avoid this problem (as stated in many popular game engine docs and countless YouTube videos). But I couldn’t find any good explanations of exactly how quaternions solve it.
This was important for me because I was implementing a 4D geometry viewer and spent a lot of time trying to figure out how to generalize quaternions to higher dimensions, only to discover that you can still get gimbal lock with quaternions!
The answer is it’s not about…
I recently tried to get flat shading working for a procedurally generated terrain in PlayCanvas for a game jam. It wasn’t as straightforward as I expected, and I ended up spending the whole time trying to figure it out instead of making a game. I thought I’d write this quick guide as a reference should you find yourself in the same situation.
The goal is to create something just like in the PlayCanvas homepage.
This “low poly” look creates the retro feel I was going for. Normally you can do this just by exporting your models with flat shading. …
A game jam story of intense dedication, hallucination and divine revelation.
I recently went through a bad fever, and the accompanying exhaustion made it feel impossible to get anything done. I tried to remember what I’d done in the past to power through an illness. Perhaps that would give me some strength.
Instead, I realized how comically insane that episode was and decided to share this story.
Ludum Dare is the biggest recurring online game jam. Every 4 months a theme is chosen and thousands of people (from hobbyists to professionals) spend the weekend creating games inspired by that theme.
This tutorial is written for the Northfield chapter of CoderDojo It is aimed at students ages 8 and up.
Remember that whole moon landing thing?
Well apparently everyone got too caught up in the hype, and we forgot to bring back the Apollo 11 ship! Since we can’t send anyone to go grab it off the moon, we need it to somehow come back to earth by itself.
The only way we can do that is by writing code!
In this tutorial, we’re going to learn how to use PlayCanvas to construct our spaceship simulator, to prove to NASA that…
I had been writing code for over 7 years, but it had never been used to make Decisions-About-The-Real-World. This is my anecdote of how a little bit of foresight and a few keystrokes could have spared someone I’d never met a crappy summer.
It’s also a reminder that, for better or for worse, the tiny decisions that a programmer makes can have far-reaching consequences.
St. Olaf college takes great pride in its interdisciplinary approach to everything, with it being a liberal arts school and all. So when the Alumni Relations Office (who I will henceforth refer to as the alum…
Reflections from my GlitchCon 2016 experience
Last year I wrote about how GlitchCon is a very unique setting. Everyone around you believes that games matter. Not having to debate this point leaves room for questions like: Okay, what do we do now?
Make games with redeeming qualities.
That’s what Bill Heinemann, the original creator of The Oregon Trail and the keynote speaker this year, advised the next generation of creators.
He launched into his speech with these chilling words by William S. Burroughs. Heinemann had grown up watching how society adopted movies, TV, radio, and now, video games. …
Most modern games owe a lot to the GPU for their visual effects. Here are some of my favorite examples: