Just want to share my efforts with BJS to see how far can I take it to build highly dynamic GUI’s using a framework from an actual 2D dedicated engine. I know this is a weird BJS stuff being all “2D” but that’s actually the point
Long story short, this is the game I am ‘cloning’:
This is the BJS rendered version:
The game core internals are exactly the same. Only the rendering part changed.
The end result is pretty similar to the actual game.
Fully responsive GUI, animation tweens, text rendering and scroll list items.
I know this probably sounds strange to ya’ll but this game is quite active > 100k plays and counting per month. I am planning on building a new version in 3D and the results I am getting from the tests are very good ( both desktop Mac/Windows and mobile Android and iOS)
Thanks BJS team for such an awesome rendering engine!
Updated,
Just pushed this a bit further ( small weekends side project).
Surprisingly the original game is taking off really well and I am pushing BJS to replace it.
Adding 3D content will juice things up now that the game logic and UI/UX is in place.
Next steps, push on content, sounds, animations, particles and overall polish.
Notes on implementation:
Multi scenes;
Fully responsive GUI ( tested mobile Android and iOS);
Freeze materials ( there are a ton of Dynamic textures for text labels);
Freeze world matrix always when possible;
Dynamic scroll list;
Tween animations;
Web fonts support;
Dynamic modals/dialogs;
I18n support ( only EN and PT for now);
Image quality settings;
Music and sounds;
Usage of createDefaultEnvironment;
Particles;
Leverage scene.imageProcessingConfiguration for visual adjustments;
Single or multi camera scene GUI’s using BABYLON.BackgroundMaterial as default for rendering images and panels.