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I’m looking at Miniclip and a very small number of games are 3rd or 1st person based.

That said, implementing a 3rd person camera is the very much the same in any engine or framework which is where my earlier point of making the separation between learning how to use the engine and learning how to make certain features comes in.

It’s possible to take a generic 3rd person tutorial and apply it to PlayCanvas.

You could even use the Model Viewer/Orbit camera as a base to work from for the 3rd person camera.

This I agree with. There are few ‘ready’ assets to play around with and make things with that would be useful. At the moment, the only way to share scripts, assets is on the forums or other media like Twitter.

Not sure what you mean by this or what you mean by ‘crutches’? The active page is usually the ball tutorial because that is the first project is generated. It’s a bit annoying and personally I don’t use it. I prefer the dashboard view, Twitter or the forums to find cool stuff that people have done in PlayCanvas or WebGL.

Also, you have to bear in mind that like Unity, a lot of games/apps released that are made in the engine won’t advertise what they are made with and therefore don’t showcase it as a demo to the product.

From the GitHub page, PlayCanvas clients tend to be from large companies who look for the ‘best’ 3D renderer they can get.

For example, jhinrichs helped develop the visualizer here in PlayCanvas: 2025 Polaris RZR Trail S SxS

Other clients include Disney, King, Zynga, Miniclip, Nickelodeon, Leapfrog, IGT, ARM, Samsung, Mozilla and Facebook according to the engine page.

It sounds like you would want a showcase of all the cool stuff you can do in PlayCanvas and more importantly, how to make it.

I agree with you that a lot of the documentation and tutorials is geared towards an experienced developer, someone who knows how to make apps/games already and just wants to learn the engine.