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David Rousset

Developer. Creative Geek. Composer.

Tag: WebGL

The web: the next game frontier?

June 20, 2014April 29, 2016 David RoussetEnglish

PC, consoles, tablets, mobiles. But what if the next interesting move was the browser and the web as a gaming platform? The web can embrace all of these devices and can even support new types[…]

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Why and how we migrated babylonjs.com to Microsoft Azure

May 21, 2014April 29, 2016 David RoussetEnglish

I’m going to tell you the impact of our recent “success story” around our WebGL open-source gaming framework, babylon.js and its official website: http://www.babylonjs.com. We’ll see how Microsoft Azure helped us to keep our site[…]

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Creating a HTML5 phone, tablet & PC game using the Universal Apps project for Windows Stores

May 12, 2014April 29, 2016 David RoussetEnglish

It’s definitely good to be a HTML5 developer. You can now target multiple devices & stores via the very same code base with almost no effort! We will focus on the Microsoft devices in this[…]

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Next Game Frontier 2014: videos & content

March 20, 2014April 21, 2016 David RoussetEnglish

Microsoft and Samsung have co-organized the first edition of the Next Game Frontier conference, a technical web event purely dedicated to games made with web standards. The initial idea came after a discussion we had[…]

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Using WebGL to create games for the Windows Store

November 19, 2013April 29, 2016 David RoussetEnglish

The Windows Store is probably the most opened platform for game studios today. You can create your games using DirectX 11, HTML5 2d-Canvas, Cocos2D-X, Unity 3D and starting with Windows 8.1 with WebGL! By the[…]

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Using IndexedDB to handle your 3D WebGL assets: sharing feedbacks & tips of Babylon.JS

September 24, 2013April 29, 2016 David RoussetEnglish

In this article, I’d like to share everything I’ve been learning while developing the support for IndexedDB inside our 3D WebGL Babylon.JS game engine. Indeed, since 1.4.x, we’re now supporting storing & loading the JSON[…]

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Tutorial part 6: learning how to write a 3D software engine in C#, TS or JS – Texture mapping, back-face culling & WebGL

July 18, 2013April 29, 2016 David Rousset3D Software Engine

Here is the final tutorial of this long series. We’re going to see how to apply a texture to a mesh by using mapping coordinates exported from Blender. If you’ve managed to understand the previous[…]

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  • About Me

Recent Posts

  • Guide pratique sur la gestion du son et du Dolby Atmos par la PlayStation 5 (Pro)
  • Le mensonge de la puissance réelle des intégrés A/V Home Cinéma
  • Différences de qualité d’image ou de son entre 2 câbles HDMI ?
  • From gaming to metaverses, building WebXR apps with Babylon.js
  • From 0 to hero, connecting your web app to Microsoft Teams using Azure Communication Services

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  • David Rousset on Tutorial series: learning how to write a 3D soft engine from scratch in C#, TypeScript or JavaScript
  • Jeremie ROUSSEAU on Tutorial series: learning how to write a 3D soft engine from scratch in C#, TypeScript or JavaScript
  • Shettima on Publishing your PWA in the Play Store in a couple of minutes using PWA Builder
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