swift502 / sketchbook Goto Github PK
View Code? Open in Web Editor NEW3D playground built on three.js and cannon.js.
Home Page: https://jblaha.art/sketchbook/latest
License: MIT License
3D playground built on three.js and cannon.js.
Home Page: https://jblaha.art/sketchbook/latest
License: MIT License
Great project! It expands a lot the vision of what kind of interactive experiences can be done on the web with Three.js.
Do you have thoughts about structuring with ECS pattern, using a lib like ECSY ?
Here is an ECSY example project also using typescript and physics: https://github.com/macaco-maluco/thermal-runway
How to do management from the first person
It's possible to enter an AI's car, and control it, while the AI is.
A fix for this might be to add a property to bot's cars that makes it impossible to enter their vehicles.
how can i convert this to react js my purpose is just to use encryption
Hi, @swift502 ! :) I'd like to say 1st that this project is AWESOME! Please do keep up the GREAT work! :D Lastly, can you please add an example of how to add slope collision based on the steepness of the terrain? and add collision to the camera where it can't go through the terrain?
Thank You & once again swift, keep up the GREAT work!
Hey, this project is awesome! Thanks for building it. I was wondering if you had any plans to port this to other platforms such as Babylon. It seems to support all of the features from three.js you are using and would love to use it there.
Hi ! Amazing project ! It's super impressive !
I'am trying to use some of the development you have made in an other project and it highlited that THREE.JS has changed.
new THREE.Geometry() (used in three-to-cannon.js) is not supported anymore.
Do you plan to fix this ?
If not could you point a direction about how to replace this ?
Thanks a lot :)
Can you please provide source code that ports Sketchbook latest demo - https://jblaha.art/sketchbook/0.4/ to TypeScript?
you did an awesome job! I will try to move my pet project to your platform :) will try to show the results soon :)
Hi, at a first, great job with this project. This source code is better than most of the available tutorials about web game development with Three.js and Cannon.js.
I want to ask you if you could describe, how did you prepare a single *.fbx
file which contains both the 3d model and animations?
Have you considered adding multiplayer/ is it on the list for future features?
have u thought on work on a map editor?
Hello everyone, first of all I want to thank you for all this amazing work. It is quite impressive!
I saw that you are planning to implement a kind of GTA-like follow camera. I gave it a try my self, I'm not there yet at all, but maybe it's worth taking a look at my code.
I implemented it very naively but the result looks surprisingly good to me (I'm certainly not as exigent as you guys).
I have to make a few caveats though, I'm a little bit comfortable with JavaScript, but this is my first time with Typescript. I'm also not very good at maths or geometry.
I read a few articles and saw a couple of videos on quaternions, three.js cameras and stuff, but this was more of a trial and error implementation, so it could
hurt your eyes really bad.
Anyway, I would be glade to share my modifications and have some feedbacks. I created a new branch called cameras.
Correct me if I'm wrong, but according to the GitHub documentation, I think that you have to create the same one in order for me to do a pull request.
Or I can share it by any other means that is convenient for you.
I can also put an instance on my server if you want to try it first to decide if it's worth it for you to take a look at the code.
There's a title for a reason
I love this "game"! How did you get the player AI movements (I love it when your helicopter flips upside down and when you get in it you suddenly turn upside down and hop in like gravity is reversed)? I absolutely love the "fling the door open and then slam it shut" animation.
Offline support is really easy with service workers (especially since you load very few scripts and resources).
To make it more appealing, I think you should add race vehicles like race cars (maybe take the General Motors Lykan Hypersport as a good example) (preferably hypercars), fighter jets, fast and lean helicopters, and such.
In addition, it would be nice if you add a day/night cycle (because that would look nice overall). It might also be good to add night as well (not just dawn/dusk).
A "flip over button" would be nice too. I had a helicopter fly upside down and I took 10 minutes ramming it with my car and pushing it off of the edge of the earth (LOL).
Lights would be nice too (especially if you add night).
Oh, and last one! Add explosions.
I love making dramatic scenes in slow motion where I leap off the ground from the tunnel and get out of my car mid-air in slow-mo. It would be nice if I could walk away from the car as it rams into the sculpture and explodes (*action scene intensifies*).
Thanks for taking your time to read this!
Need to check if https://www.npmjs.com/package/sketchbook is a usable package.
An idea for a small update, that would include contributions from other talented folks.
May or may not happen, let's see how it goes.
Hi @swift502! Just thought I'd let you know that for some reason I'm getting a huge lag around some of either the terrain & / or the objects in the scene. Can you please fix this? I will Beta test it for you!
Thank You!
When running the game (http://jblaha.art/03_alpha/index.html) on my Pixel 3a I get these errors in console:
As far as I know, your game uses WebGL 1 (THREE.WebGLRenderer
is initialized without specifying any context). And WebGL 1 does not support mipmapping for non-power-of-two textures (basically, mipmapping for particular texture is turned on if Texture.minFilter
is set to THREE.LinearMipmapLinearFilter
, which is the default value). It may cause the errors on my device. Or it might be MAX_TEXTURE_SIZE
of 4096.
Also you can try switching to WebGL 2. When using Three.js it can be easily done and it will eliminate all PoT problems.
When I try to get the blender files specified in the readme.md it seems as though that Google drive has issues.
This link. Anyone else having issues? Google is complaining it doesn't have an owner, can't download the files.
https://drive.google.com/drive/folders/1ZbziXLAW3yAn3e_s-6UO6jMIJWaglqDG?usp=sharing
for now I use https://www.npmjs.com/package/http-server to start examples/characters.html
. Maybe it makes sense to add dev
script in package.json which will run https://github.com/webpack/webpack-dev-server?
I open the glb file in blender, I make a change, but when I load the map in the game the change is apparently correct, but it is like a ghost. for example, if I take out a wall, the wall disappears, but the car still bumps into it, you know? how do i solve this?
have u thought of adding
guns
knife
etc
-100 fps
if its night where u are make it night in the game else day
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