David Rousset - HTML5 & Gaming Technical Evangelist
HTML5 & Gaming Technical Evangelist
.NET Framework 3.5 SP1
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Visual Studio 2010
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David Rousset - HTML5 & Gaming Technical Evangelist
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How to remotely debug and profile the performance of your HTML5 websites & apps on Windows Phone
People are often asking me this recurrent question: how do I remote debug my website/app on a Windows Phone ? Let me share the various ways to do it. Since Visual Studio 2013 Update 2 and Windows Phone 8.1, the experience is getting much better. We will first see how to use this tool which enable...
21 Jul 2014
Introduction aux APIs graphiques d’HTML5: SVG & Canvas (2/2)
Nous allons voir ici les scénarios clés d’utilisation de canvas ou SVG après avoir vu les bases dans l’article précédent. Cet article fait donc parti de cette série : 1 – les bases de SVG et de Canvas 2 – les scénarios clés d’utilisation de ces 2 jeux d’APIs En complément, il existe un cours MVA de 40...
11 Jul 2014
Introduction aux APIs graphiques d’HTML5: SVG & Canvas (1/2)
Au programme de cette série d’articles, nous allons découvrir : 1 – les bases de SVG et de Canvas 2 – les scénarios clés d’utilisation de ces 2 jeux d’APIs Ce premier article traitera donc des bases de SVG et de Canvas. En complément, il existe un cours MVA de 40 min en français et en vidéo reprenant...
11 Jul 2014
The web: the next game frontier?
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 of devices we don’t even know yet. Thanks to the web, you can easily distribute your games to billions of potential...
20 Jun 2014
Why and how we migrated babylonjs.com to Microsoft Azure
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 live! We’re going to see also the various optimizations we’ve put in...
21 May 2014
Creating a HTML5 phone, tablet & PC game using the Universal Apps project for Windows Stores
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 article. During this tutorial, we’re going how to copy/paste a game working fine in the browser into a Universal...
12 May 2014
Designers: test & create your WebGL 3D worlds inside the Babylon.JS Sandbox & Editor
We’re created a set of simple tools to help you testing your 3D assets in our Babylon.JS engine without any line of code . The first one is a sandbox tool where you can open files from your hard drive and directly load them into our engine via a simple drag’n’drop. The second one is a simple editor that...
17 Dec 2013
Using WebGL to create games for the Windows Store
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 way, if some of these technologies also interest you, here is a useful article to start...
19 Nov 2013
Unifying touch and mouse: how Pointer Events will make cross-browsers touch support easy
I often get questions from developers like, “ with so many touch-enabled devices on phones and tablets, where do I start? ” and “ what is the easiest way to build for touch-input? ” Short answer: “It’s complex.” Surely there’s a more unified way to handle multi-touch input on the web – in modern, touch...
21 Oct 2013
Using IndexedDB to handle your 3D WebGL assets: sharing feedbacks & tips of Babylon.JS
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 scenes containing our 3d meshes and their .PNG or .JPG textures as blobs from...
24 Sep 2013
Introducing Babylon.GameFX – a framework to build HTML5 WebGL games in a few lines of code
23 Jul 2013
Tutorial part 6: learning how to write a 3D software engine in C#, TS or JS – Texture mapping, back-face culling & WebGL
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 tutorials, it will just be some piece of cake to apply some textures. The main concept is once again to...
18 Jul 2013
Tutorial part 5: learning how to write a 3D software engine in C#, TS or JS – Flat & Gouraud Shading
We’re now going to discover probably the best part of the series: how to handle lightning ! In the previous, we’ve fixed a random color per face to be able to see the mesh. We’re now going to change that to compute the angle between a light and each face to have a better illumination. The first algorithm...
3 Jul 2013
Tutorial part 4 - bonus: learning how to write a 3D software engine in C#, TS or JS – Optimizing & Parallelism
In the previous tutorial, learning how to write a 3D software engine in C#, TS or JS – Rasterization & Z-Buffering , we’ve learned how to fill our triangles. As we’re CPU based with our 3D software engine, it really starts to cost a lot of CPU time. The good news is that today’s CPUs are multi-cores...
25 Jun 2013
Tutorial part 4: learning how to write a 3D software engine in C#, TS or JS – Rasterization & Z-Buffering
In the previous tutorial, learning how to write a 3D soft engine in C#, TS or JS – loading meshes exported from Blender , we’ve loaded a JSON file where our meshes were serialized from Blender. Up to now, our render function was drawing the meshes with only a simple wireframe rendering. We’re now going...
21 Jun 2013
Tutorial part 3: learning how to write a 3D soft engine in C#, TS or JS – loading meshes exported from Blender
In the previous tutorial learning how to write a 3D soft engine from scratch in C#, TS or JS – drawing lines & triangles , we’ve learned how to draw lines & triangles and we really started to see the 3D side our meshes thanks to this wireframe rendering. But we’ve only displayed a cube… And even...
17 Jun 2013
Tutorial part 2: learning how to write a 3D soft engine from scratch in C#, TS or JS – drawing lines & triangles
14 Jun 2013
13 Jun 2013
HTML5 Gaming: benchmarking your sprites animations to target all devices & browsers
While meeting some game studios, I often have the same question coming over and over: if I’m writing/porting my game in HTML5, will it run well on the various targeted devices ? Will it be playable or will the gameplay suffer too much? To answer to that question, I often use my own experience based on...
26 Apr 2013
Introduction aux Pointer Events ou comment simplifier l’usage du tactile dans vos sites web pour tous les navigateurs
Aujourd’hui, la gestion du tactile (ou « touch » en anglais) est devenu obligatoire sur vos sites web. C’est un passage obligé si vous voulez que votre site soit bien adapté aux nombreux périphériques tactiles du marché : tablettes, smartphones et la panoplie de nouveaux PC tactiles. Ce n’est pas pour...
29 Mar 2013
Coding4fun: the Star Wars intro in pure CSS3 thanks to 3D transform & animations
During the French Microsoft Techdays that occurred from the 12 th to the 14 th of February 2013, I’ve built a fun & stupid demo to start the Coding4Fun session . The idea was to rebuild the famous StarWars intro with the 3D scrolling text and the slide down effect with a star destroyer ship coming...
25 Feb 2013
Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS
I’m currently working on several gaming projects for modern browsers and Windows 8 Store projects. Some of them are using HTML5 as a base in order to simplify multi-devices targeting. I was then looking for a unified way to address all inputs on all platforms: Windows 8/RT, Windows Phone 8, iPad, Android...
22 Feb 2013
BUILD2012: demos & materials associated to HTM5 & CSS3 latest features in action! (3-114)
I had the pleasure to be part of the BUILD2012 lucky speakers this year. On my side, I was giving a talk on new HTML5 & CSS3 features running in IE10. This blog post will give you all the demos I’ve been showing during this talk as well as pointers to articles & W3C specifications to let you...
2 Nov 2012
Tutorial Series: using WinJS & WinRT to build a fun HTML5 Camera Application for Windows 8 (3/4)
In this third tutorial, we will use the WinJS FlipView control to navigate between our live preview UI and the various photos & videos taken during the life of the application. For that, we will need a specific template for each case : camera live preview, photo & video. To do that, you need...
11 Sep 2012
Tutorial Series: using WinJS & WinRT to build a fun HTML5 Camera Application for Windows 8 (2/4)
7 Sep 2012
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