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
Three.js -> TSL(WebGPU) -> Grass -> Fluffy surface -> Raycast
Postprocess -> Emissive Bloom
Live - grass.misterprada.com
Code - github.com/MisterPrada/gr…
Now you can make fluffy surfaces for different models, logos, etc.
I've gone through several lessons on creating grass…
Changed up the character controller:
- New character animations 🔥
- Used #rapier `world.castShape` for raycasting (this enabled "mantling" and more realistic ground detection)
Did you like the final move? 😎
#indiedev#gamedev#indiegame#threejs#webGL#react#devlog#r3f
Experimenting with object pools and reusing geometries/meshes.
By using a sphere to act as a bounding area, when there is a mesh intersection we can release the mesh back into the pool to be reused again 💪
#indiedev#gamedev#indiegame#threejs#webGL#react#devlog#r3f
"...an object must share a layer with a camera to be visible ..."
By default all Object3Ds are a member of layer 0.
Playing with layers? Don't see an object? enableAll can be a good debug tool 😅
#indiedev#gamedev#indiegame#threejs#webGL#react#devlog#r3f
Rapier's `collision_groups` are a super powerful feature. With #react and #typescript we can use it with ease. If you are building a game or something with many different collisions I would highly recommend!
#indiedev#gamedev#indiegame#threejs#webGL
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