Got a cheap 32x32 LED panel from Action and after some 'hacking' I got it to work with web bluetooth from a TypeScript/React page. Goal now is to have it show information from my Homey, notifications while coding, or alerts during live streams.
I recently published a blogpost about the MVVM pattern. Yes, that ancient pattern we used a lot with Silverlight. It turns out to be very useful when building game or apps on with TypeScript and React too.
https://t.co/JnAzXKvzJX
Made a little game for Dutch Game Jam. It's lacking a lot of features I wanted to add, but it is somewhat playable. It's built with the game engine I'm working on, on top of Babylon.js (more on that later). But you can play the POC game here: https://t.co/ZxHqnf4UUh
Process of my entry for #gamedevjs jam is slow, but progress is progress. I've written a lot of code to handle objects and interactions in the BabylonJS scene. And it is set up in such a way that I can create the scene in Blender and export it with custom properties on objects.
STARSPEED launches in Early Access tomorrow with a tutorial, campaign mission #1, and multiplayer!
Will keep working on the campaign based on player feedback in coming weeks w/ @sparkjsdev, @theworldlabs & @threejs
Here's a sneak peak of the Charon ice moon mine level ππ§
Is it just me, or is the quality of software in general going down? Just random utilities seem to have memory leaks and random crashes more often than a couple of years ago.
Right. I didn't look into the inner workings of A-Frame enough. I tried a different approach, similar to how Vue works. This also handles intellisense / type-safety AND allows custom fields, though slightly different that before. I'll do a bit more testing, more to come.
I spent some time tonight on having A-Frame work nicely with TypeScript, with full IntelliSense. It's not perfected yet, but it works. I wanted to make this work since the last js13k. I might have been a bit inspired by another engineπ.
In order to start diversifying your timeline from AI-only content, here is a video of the next @WebXREngine version.
Both showcase meshlets with hierarchical culling, roughly 32*32*130K tris, nicely frustum / LOD culled.
Running on #webgl via Wonderland Engine
High-Fidelity meets High-Performance.
We brought the legendary @morganmotor bespoke experience to mobile and desktop platforms.
By partnering with @WebXREngine, we threw out cloud streaming in favour of a fully optimized, client-side WebGL workflow.
https://t.co/jT8zWajCVL
@morganmotor's 3D configurator now runs at showroom quality on mobile with $0/min in streaming fees.
Our partners @ApacheXR ditched #PixelStreaming and rebuilt the experience on client-side #WebGL#WebAssembly with Wonderland Engine.
The impact:
β 50% of traffic from smartphones, smooth at 60 FPS
β 6.49 minute average session duration
β ~100 enquiry leads/month from mobile alone
β $0.00/min in server streaming fees.
By rendering locally on the device (not the cloud), Apache delivered an app-like experience that loads fast without legacy 15-minute build times.
If you are an OEM or Digital Lead, this is the benchmark architecture to measure your next configurator against.
See it live:
ποΈ Supersport: https://t.co/DKx1g8bO7f
π Plus Four: https://t.co/Ybb2UI5l44
#WebXR #Automotive #DigitalRetail #WebGL #WonderlandEngine #MorganMotor
It's here. Our first-ever gameplay sneak peek of #SuspiciousHoles is LIVE.
We're finally spilling the secrets on how the game actually plays.
In the video, we reveal how you'll:
Toss cards into a well for resources πͺ
Sacrifice them on a hook for greater power π
Investigate your eerie surroundings π
Watch the full deep dive here:
https://t.co/SeqMjibrT8
And wishlist on Steam!
#RoguelikeDeckbuilder #IndieHorror
I've been trying out Gemini 3 and Antigravity a bit. It did amazingly well on my Wonderland Engine project and the custom React UI renderer it uses. It even generated some new icons.
Your game for a global audienceπ
Our new integration with @VIVERSE_official is live!
β One-click publish from the editor
β Add avatars & multiplayer seamlessly
β Monetize your #WebXR creations
β C++/WebAssembly performance
Learn how in our new step-by-step tutorial!
https://t.co/JwaJLbkUTY
#WonderlandEngine #VIVERSE #WebXR #webgamedev #gamedev #WebGLγΉγ―γΌγ« #WebGPU
@VIVERSEofficial Γ @WebXREngine open-source integration is here.
Build immersive multiplayer worlds in Wonderland Engine. Publish directly to VIVERSE in clicks.
Check these projects now:
πΉ https://t.co/EHwZceJJQ5 by Florian Isicki
π¨ https://t.co/82Y8iwzzgt and
π€‘ https://t.co/VO8iwJqn8k by Signor Pipo
Watch the tutorial: https://t.co/gHiiDp5vyF
No complex setup. No separate hosting. Just pure creation. This changes everything for WebXR creators.
#ImmersiveExperiences @squareys@HTCVIVE@Sorskoot #OpenSource #CreatorEconomy #Innovation #TechNews @ns_tcg