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Erik

Erik

@sweriko

gamedev

Katılım Ekim 2021
601 Takip Edilen3K Takipçiler
robot
robot@alightinastorm·
@sweriko another sudden erik banger
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Erik
Erik@sweriko·
~2ms volumetric clouds in threejs/webgpu, we even got some shooting stars :)
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Erik
Erik@sweriko·
early prototype of a procedural active ragdoll in javascript
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Erik
Erik@sweriko·
@SwarnimaPrasad ty! yep that was my initial experiement behind this
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Swarnima
Swarnima@SwarnimaPrasad·
@sweriko This lookss so Cool! Is this the implementation of non euclidean space
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Erik
Erik@sweriko·
a Threejs portal to Narnia? The experience includes getting yeeted off the skilift and run over by other players and uh, thats it. snow.sweriko.com
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Erik
Erik@sweriko·
@DennisSmolek haha thanks :) they are called octahedral impostors, indeed just a billboard that samples from an atlas containing bunch of possible view angles, usually only used for distant tree lod, you can read more about here shaderbits.com/blog/octahedra…
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Dennis Smolek
Dennis Smolek@DennisSmolek·
@sweriko Very sad.. Jumping in the volcano has me in a cave... The fact sounds work here are wild. Fun little project! How are you doing the trees? its some kind of billboard but seems to rotate?
Dennis Smolek tweet media
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Jonathan 🇺🇲
Jonathan 🇺🇲@thaonlyjonathan·
@sweriko This is great lol. Can I ask how you made the terrain? Did you make a level editor for this or import one from a 3d modeling program? I'm currently trying to make a threejs level editor.. Trying..
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:3@Colonthreee·
@sweriko I would rather use your system as the next-step LOD for this, as when there are more vertices than pixels it's overkill. TwT)
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:3@Colonthreee·
I'm sorry @sweriko but I am gaining on you now. Here are 512000 entities just to test the extents of the GAT. I know I need to improve the CPU->GPU communication but at least it didn't kill my machine, yet. TwT)/
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Erik
Erik@sweriko·
simulating half a million people in javascript. no 3D models, bones, LOD or VATs
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Erik@sweriko·
bunch of thoughts -current demo has around 180 total unique frames across 5 base character variants, with the current approach I dont think you should go beyond 200 unique frames total, the texture array just gets too big -the walking animations are quite smooth with around 30 frames each, so this would be a first point to optimize, maybe one can reduce each animation to 5-10 frames and do some interpolation or maybe it even fits the intended art style of the game -subvariants are almost free though (small palette changes), but you cant really change the silhouette of the character, just its clothes/gear/colors to some degree. The second most obvious optimization is the texture atlas itself -In most games that dont actually want a pixel art style, you would only use them for LOD and swap for mesh at closeup, in that case you: -dont need such big texture atlases (the demo has 12x12/144 view angles of the 3d model baked at 2k resolution, you only need 4x4 or 8x8 at 1k at distance) -could probably get away with a walk cycle or whatever animation just beeing a few frames I am not sure yet how applicable this approach is for games in general, but can imagine it to work for a handful of games that are specifically built around this.
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dek
dek@shatterspine·
@sweriko this is pretty cool. have you evaluated constraints on animation count + skin permutations? any kind of clear and obvious memory bounds that would prevent this from scaling into more real usecases with a game?
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Erik
Erik@sweriko·
@SeanEllul right now they are just walking around all day
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Sean
Sean@SeanEllul·
@sweriko Super cool! Are there any specific behaviors for them? Really cool use of 3js
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Erik
Erik@sweriko·
@splizard basically like this
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Erik
Erik@sweriko·
@benrayfield jup, but in this case I also have it all baked offline, would take a minute to do it live, at least for animated ones ^^
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Lambda Rick 🏴‍☠️/acc
Lambda Rick 🏴‍☠️/acc@benrayfield·
@sweriko Are u saying ur using sprites generated from a 3d model? Thats how Donkey Kong on SNES got its sprites but they precomputed not live.
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call me Stevo
call me Stevo@Steve3Chang·
@sweriko Total war in JavaScript now….what a time to be alive 😂
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