Developing a street basketball game. Part lll: Level selecting and stats.

Creating a 3D browser game with physics in a few steps. This is a final part of “Developing a street basketball game” trilogy. If you haven’t checked Part I: Getting workflow ready and Part ll: Throw a ball into a basket. — do it first. Today I will tell you about making new levels, creating a level selecting menu […]

Developing a street basketball game. Part ll: Throw a ball into a basket.

Creating a 3D browser game with physics in a few steps.   This time we will talk about creating of basketball net (with physics), the way we will keep the ball, and throw it in different directions depending on mouse position. If you haven’t read a Part 1: Getting workflow ready, read it first, please. […]

Developing a street basketball game. Part I. Getting workflow ready.

Creating a 3D browser game with physics in a few steps. Some days ago I released a new version of WhitestormJS framework named r10 and decided to develop a game using almost all it’s functionality. (Just was curious how easy it would be). The task was to make a 3D game that requires complex 3D […]