Editor performance should stay as close as possible to gameplay performance, so creators don’t get frustrated while building.
Making that happen doubles the work behind X3JS, but it’s worth it.
1000 skinned meshes, around 55,000 triangles each, with 6 different PBR materials, directly editable in the browser editor.
Tested on:
2015 Asus laptop · GTX 960M · 4GB VRAM
#threejs #webgpu #gamedev
Phase 1 done on the #threejs TSL - GPU light system in X3JS.
Lights alone could take at least 20 phases of optimization. Stopping around 7-8 and moving on.
@jamir_io 's WebGL dynamic lights ported to WebGPU. Not just Y calc anymore, better AABB collision per light, all in a #threejs storage buffer. You can pack thousands. #gamedevelopment
Jamir's light system is about 40% in X3JS. CPU before, GPU now. One storage buffer and #threejs TSL. 100+ PointLights in the same scene, no extra optimizations yet. Going for 1000 tomorrow.
@lamboc0rp@X3JS_app@miramtech I left the game and focused only on connected networks and
@X3JS_app
very long time ago. But we have plans for steam release. But not right now.
I’ve been building jamir io since 2017. It’s been my biggest passion for years but it never reached the success I hoped for.
Todays update seems to be the last one.
I thought creating a high graphics game on web would be interesting. Jamir shaped how I think about graphics, optimization, networking and persistence.
Even if the world didn’t notice, it meant a lot to me really.
Thanks #threejs for making it possible..
Most of the things are completed. Fun part has arrived. Jamir's 8 years old #threejs game engine (WebGL) is being ported in X3JS Editor, Debug and Production and being remastered with WebGPU only.
Turning 38 tomorrow.
It took me almost 9 years to capture a video with 20 players like this without the game freezing, a server error or some stupid issue ruining the moment.
I spent so long building the game engine on top of #threejs that I forgot what it feels like to be a real player and made plenty of mistakes that made old players sad. Sorry for that..
Matches now go from 16 to 32 players and bots are a little smarter. It’s finally fun to play again.
I’ll be transferring all that hard work, 3D and 2D effects, ready effects and knowledge into @x3js, where you’ll be able to create games like this with just a few prompts.
#gamedev #indiedev #indiegames
@BeardScript@threejs hmm i didnt know they showcased them like this, interesting, like an online games website. Well they will be into it with their full effort very shortly i think, lets see what will happen. Its a good thing tough for web games lovers like us where they enlarge the market.