Erik
404 posts


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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@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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@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?

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@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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games in javascript could close this gap
fidexCode@fidexcode
But why are people not interested in learning game development?
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@sweriko It runs with default settings on my Ryzen 9 16 Cores and Geforce 2070 Super with 7 fps
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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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@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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@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.
GIF
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@sweriko Total war in JavaScript now….what a time to be alive 😂
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