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Pixi.js - 2D webGL renderer with canvas fallback

Pixi.js - 2D webGL renderer with canvas fallback
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Impact - HTML5 Canvas & JavaScript Game Engine The File API has changed Recently I have been touting how awesome and revolutionary the File API is through a few demo’s. After some feedback on webapps mailing list there have been some major changes to the API and how it works. I have updated my previous drag and drop upload demo to reflect the API changes, as of Firefox 3.6b3 the API supports both the original API and the updated one. The older model will eventually be dropped, it’s only in there for legacy purposes. To use the demo you will need Firefox 3.6 installed. You can also watch the screencast of it in action. The biggest change is with the file handling, it is now processed asynchronously with progress events so we can attach listeners. The File object The File object has been updated to reflect the new specs changes and has deprecated all the previous methods we used to get the file in various formats e.g. getAsDataUrl(), getAsText(), getAsBinary(). The FileReader object Send the binary data Further reading

Bone.io Stitches - An HTML5 sprite sheet generator Drag & drop image files onto the space below, or use the “Open” link to load images using the file browser. Then, click “Generate” to create a sprite sheet and stylesheet. This demo uses a couple of HTML5 APIs, and it is only compatible with modern browsers. Drag & drop image files onto the space below, or use the “Open” link to load images using the file browser. Stitches is developed by Matthew Cobbs in concert with the lovely open-source community at Github. Copyright © 2013 Matthew Cobbs Licensed under the MIT license. Implementation After dependencies, Stitches requires a stylesheet, a script, and an HTML element to get the job done: The sprite sheet generator is automatically created in elements that have the stitches class: If you choose, any images that are a part of the initial markup will be loaded onto the canvas: Documentation Documentation is available here. Dependencies jQuery 1.7.1, Modernizr 2.0.6, Bootstrap 2.3.0 New Contributing License Download

Développer un jeu avec JHipster, HTML 5 et LeapMotion Lecteurs : vous êtes des développeurs aux compétences multiples, que diriez-vous de varier un peu votre quotidien rempli d’applications de gestion, d’objets métier ou de requêtes SQL ? Vous savez coder en Java ? Vous connaissez le framework Spring ? Vous avez déjà jeté un petit coup d’oeil à AngularJS ? Je vous propose d’utiliser vos compétences pour mettre un peu de fun dans votre vie de développeur en devenant auteur de jeu vidéo multijoueur ! Je vous propose de n’utiliser que des compétences répandues (Java, Spring) et un petit peu d’AngularJS (mais rien de bien compliqué). Ok, un jeu vidéo multijoueur c’est bien ! Un petit schéma valant beaucoup d’explications, voici comment nous allons organiser notre bébé : Côté client, nous allons utiliser : Côté serveur, nous allons partir sur : une stack Java parce qu’on l’utilise tous les jours et qu’on est à l’aise avecle framework Spring idem au-dessusle framework Atmosphere (pour les WebSockets) AngularJS – Separation of Concerns

melonJS - Homepage Adventures in Phaser with TypeScript–Using Sprite sheets ( and Texture Atlases ) In my previous Phaser tutorial on particles I used a sprite sheet to provide particles in one of the examples, then realized I hadn’t covered how to actually use a sprite sheet yet, oops! So this tutorial is going to correct that oversight. A spritesheet ( also known as a texture atlas ), is simply a collection of images together in a single image file. Loading a single file into memory is often more efficient than loading dozens on small images. It’s also generally easier from a resource management perspective. Let’s take a look using the texture I used for the particle example. Now imagine the above image as a 5x5 grid of images. And running: So I mentioned earlier about a texture atlas. First is the matter of how to create them. There are a couple things to be aware of that are Phaser specific. When choosing your project type, Phaser is not listed. Simply drag and drop your frames on animation then set the following settings: Allow Rotation CANNOT be checked, it will break Phaser.

Underscore.js FNAC - Commande annulée non remboursée - 1374426-1374426 - Net-Litiges.fr Professionnel concerné : fnac.com Service client contacté : oui Bonjour, J'ai passé une commande sur le site fnac.com en date du 28/02/2016.La Fnac a annulé ma commande, mais ne m'a jamais remboursé mes chèques cadeaux pour un montant de 50 EUR.Depuis, je les appelle une fois par mois, au total 4 appels, et on me répond systématiquement qu'on va prendre mon dossier en main et que le service facturation va m'envoyer un mail pour m'informer du recrédit de mes CC sur mon compte.Sans effet.Mon dernier appel a duré plus de deux heures, car lorsque baladé de services en services on finit par me passer le service facturation, la conseillère me raccroche au nez. La dernière personne que j'ai eu au tél m'a demandé d'envoyer un mail à paiement-facturation@fnac.comChose faite depuis le 29 Juin, mais sans aucune nouvelle..J'ai pourtant indiqué les références de la transaction ainsi qu'une copie écran de mes 50 EUR de CC débités. Merci pour votre aide,Bien cordialement

LimeJS HTML5 Game Framework Top SVG Javascript Libraries Worth Looking At Learn about SVG and simplify your work with Canvas/VML with these top Javascript SVG libraries you can use in your projects. I read a great article this morning about SVG (Scalable Vector Graphics), its current state on the web and how to use it. If you’re even a slight bit curious about SVG, it’s really a great read. So I got to wondering how many Javascript SVG libraries/frameworks are out there… Well nothing that a good google search and some looking around couldn’t cure. Here is what I found… if you know of any JS SVG API I have not mentioned please, please let me know.

Zepto.js

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