Viewing profile — franck
franck
HN member- Joined
- Thu, Feb 18, 2010, 2:42 PM UTC
- HN karma
- 641
- Public activity
- 111 items
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About franck
Recent public activity
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Comment #42228365
Awesome, congrats on your 2:49 run. Sure, we'll definitely let you know. Probably won't happen but I would love adding a level editor. Thanks!
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Comment #42224440
Wow, learning that people are sharing speedruns on YouTube totally made my day!
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Comment #42224343
Thanks for reporting!
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Comment #42224336
It's wonderful to know that your child enjoyed our little game. Thanks so much for sharing that with us!
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Comment #42224317
Unfortunately, we have no plans to add new controls to the game at this time.
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Comment #42224299
Thanks so much! With a bit of luck and talking to the right people at the right time, we got our start when Mozilla gave us the opportunity to create technical demos for the releas…
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Comment #42223242
Amazing, as the developer of this game, I wasn't even aware that you could make it under 3 minutes!
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Comment #42223230
Thanks! Sorry there's currently no plan to make it open source at the moment.
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Comment #42223219
Thanks. There's no current plan to turn this into an actual game but I agree it would neat.
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Comment #42215525
I should have said that it's not officially supported. For client work, we prefer not to choose an engine that may not work on a few devices and which we have no ability to fix.
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Comment #42215353
Unity WebGL is not supported on mobile and we needed the experience to be playable on both desktop and mobile browsers. However, mobile browsers will be supported with Unity 6 web …
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Comment #42215224
Nothing complicated, we simply have initialization code that parses the GLTF scene on startup by iterating over the children of a specific group, and creating Rapier colliders for …
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Comment #42215175
The main draw of the Unity Editor for us is how it auto-reloads assets, like 3D models, as soon as the asset file is updated. So the workflow is having your DCC app open in which y…
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Comment #42214726
The glowing line represents a timeline of Netlify's milestones that you have to follow in order to discover their journey. No particular reason for the physics-based gameplay excep…
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Comment #42214665
Thanks and sorry you got stuck, we made our best effort to prevent these situations from happening but apparently they still do.
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Comment #42214317
The rendering engine is using Three.js which is a WebGL library. The physics/collision detection code is using Rapier through a WebAssembly module available on npm [1], which means…
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Comment #42214174
The physics engine we are using is Rapier 3D which does a lot of the heavy lifting, even though we had to tweak a lot the physics properties of the ball and surfaces in order to ge…
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Comment #42213859
Yeah, sometimes the ball does some crazy things due to the way collision detection works. We tried to optimize and avoid most of the issues but it can happen.
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Comment #42213847
There is code in place to respawn the ball if we detect that it's stuck inside a block or wall, which can occur due to frame drops during the physics simulation. I'll try to reprod…
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Show HN: A Marble Madness-inspired WebGL game we built for Netlify
Hello HN! We’re a small creative studio specializing in real-time 3D experiences. Netlify approached us to design and build an interactive experience to celebrate reaching 5 millio…
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Comment #40186817
Thank you for the bug report, I just fixed it.
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Comment #40186813
Yes this is an old project that we did back in 2015, but thank you for the broken link report, I just fixed it. Also, thanks for your feedback (which I agree with!) but we currentl…
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Comment #40124610
The same engine runs on both desktop and mobile, pathfinding performance wasn't an issue on mobile. We knew from the beginning that it was important for mobile controls to be "smar…
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Comment #40124179
Oh I loved the Journeyman Project as a kid and I didn't think of it at all when creating Equinox, but thanks to your comment I'm now starting to think it had some unconscious influ…