Pretty happy with my procedurally generated levels.
To build the generated levels dynamically I thought an object-pool which is a #threejs InstanceMesh with per instance physics might work well...
What do you think?
#indiedev#gamedev#indiegame#webGL#react#devlog#r3f
My first attempt at procedural level generation using Wave Function Collapse π₯³
Currently investigating how to use #ai to play each level and rank them in terms of difficulty π₯
ππ
#indiedev#gamedev#indiegame#threejs#webGL#react#devlog#r3f
@bielok_@bruno_simon Thanks π currently working on a countdown interaction point now. Have to stay in the zone for a period of time and then it actives
Changed up the character controller:
- New character animations π₯
- Used #rapier `world.castShape` for raycasting (this enabled "mantling" and more realistic ground detection)
Did you like the final move? π
#indiedev#gamedev#indiegame#threejs#webGL#react#devlog#r3f
Three.js -> TSL(WebGPU) -> Grass -> Fluffy surface -> Raycast
Postprocess -> Emissive Bloom
Live - https://t.co/Jk4lFybDpJ
Code - https://t.co/DzFomuniXL
Now you can make fluffy surfaces for different models, logos, etc.
I've gone through several lessons on creating grass from @iced_coffee_dev
#threejs #tsl #threejsJourney
@vladkrutenyuk I have a custom controller... Before I was using `world.castRay` which only casts 1 ray in a line. This meant that if you were on one of the cracks you wouldn't be able to jump π I don't know this grounded() method...
https://t.co/WGqZicWlX5
@Hmnshu I did come across it. When I looked into it, the libs didn't seem to be compatible with the latest version of threejs... And the repo not very active, so I just glance over it. I see that just a few days ago some old issues became active again π