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franck

HN member
Joined
Thu, Feb 18, 2010, 2:42 PM UTC
HN karma
641
Public activity
111 items

About franck

http://twitter.com/whatthefranck

Recent public activity

  1. comment
    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!

  2. comment
    Comment #42224440

    Wow, learning that people are sharing speedruns on YouTube totally made my day!

  3. comment
    Comment #42224343

    Thanks for reporting!

  4. comment
    Comment #42224336

    It's wonderful to know that your child enjoyed our little game. Thanks so much for sharing that with us!

  5. comment
    Comment #42224317

    Unfortunately, we have no plans to add new controls to the game at this time.

  6. comment
    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…

  7. comment
    Comment #42223242

    Amazing, as the developer of this game, I wasn't even aware that you could make it under 3 minutes!

  8. comment
    Comment #42223230

    Thanks! Sorry there's currently no plan to make it open source at the moment.

  9. comment
    Comment #42223219

    Thanks. There's no current plan to turn this into an actual game but I agree it would neat.

  10. comment
    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.

  11. comment
    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 …

  12. comment
    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 …

  13. comment
    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…

  14. comment
    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…

  15. comment
    Comment #42214665

    Thanks and sorry you got stuck, we made our best effort to prevent these situations from happening but apparently they still do.

  16. comment
    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…

  17. comment
    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…

  18. comment
  19. comment
    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.

  20. comment
    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…

  21. story
    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…

  22. comment
    Comment #40186817

    Thank you for the bug report, I just fixed it.

  23. comment
    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…

  24. comment
    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…

  25. comment
    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…