NFT’s?

So perhaps you’ve heard of NFT’s. It was hard to avoid headlines about Beeple making millions on NFT’s and if you track anyone in the design space you’re probably getting bombarded with announcements of their drops. It’s also not hard to find anyone in the crypto space peddling how this revolutionizes digital art and the NFT’s?

My First Ludum Dare- Fussy Kitty

Ludum Dare is a global game jam where people all over the world try to build a game over the course of a weekend. I’ve never done a Ludum Dare mostly because it’s hard to find the time and dedicate a weekend to something like this when you have a family and other responsibilities. But My First Ludum Dare- Fussy Kitty

Multiplayer Christmas Lights!

I’ve always wanted to make something with arduino and the challenge is normally finding a project I’m interested in. I always thought christmas lights would be a good use for it, since they’re literally just led’s. However I wanted to do something custom rather than something that had been done over and over. I also Multiplayer Christmas Lights!

PixiJS Filters

Filters allow you to apply post processing effect on objects. These allow you to apply many different pixel based effects similar to filters in tools like photoshop, such as blur. To apply filters to a display object we simply have to add it to the object’s filters property which is an array. This means we PixiJS Filters

PixiJS Graphics API

For dynamically drawing content PixiJS has a Graphics display object with a drawing API. This allows us to draw 2D graphics with commands similar to the 2D canvas API. The graphics object needs to be added to the stage like any display object. let graphic = new PIXI.Graphics(); stage.addChild(graphic); You can set the line style PixiJS Graphics API

PixiJS Sprites

Sprites are display objects that render a texture. They take a single texture as a parameter. Like all display objects they need to be added to our stage in order to render. let sprite = new PIXI.Sprite(texture); stage.addChild(sprite); Like all display objects in PixiJS you can update their position with their x and y properties. PixiJS Sprites

PixiJS Texture Loading

PixiJS stores all its textures inside a texture cache which can be accessed in PIXI.utils.TextureCache. To load textures into the cache you need to use a loader. This can be done by creating a new Loader instance or by utilizing a pre-made shared loader. let loader = new PIXI.Loader(); let loader = PIXI.Loader.shared; Now you PixiJS Texture Loading

PixiJS Renderer, Ticker & Stage

In the last post I showed you how to get up and running quickly in PixiJS. In this episode I want spend some time diving a bit deeper into the basics of PixiJS. To do this we have to look a bit at the history of PixiJS to understand where it’s been and where it’s PixiJS Renderer, Ticker & Stage

PixiJS Getting Started

To download the latest version of PixiJS you can check the releases tab of the github repository here. Because of browser security restrictions loading local assets directly will result in CORS errors. We’ll need to get around this in PixiJS because you can’t do much without loading textures. The easiest way to avoid this is PixiJS Getting Started

PixiJS Introduction

PixiJS is a 2D Graphics Rendering framework for the web.  It was created by Matt Groves to normalize the canvas and webgl APIs into a simple scene graph originally modeled loosely on the Flash API.  Its primary focus has always been on performance so that it is really fast.  Because of this it is primarily a webGL PixiJS Introduction