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Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

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Re: Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

#23
post #16
post #12

Earlier quoted context omitted.

Very few questions are stupid, these are not. Yes, you can definitely build an entire fps game using WebGL for rendering. Typically using JavaScript to handle physics, collision, gameplay, etc. My current WebGL project is rendering high definition terrain, high-poly animated models, thousands of particles, shaders, sound and more over 150 frames-per-second on a 10 year old PC with a RTX 3060. I have found hardware ac…

> Development with HTML/CSS/JavaScript and WebGL is my favorite stack to work with. I love this myself, but.. > have great debug information How do you debug WebGL stuff? I find that to be one of the least debuggable things I've ever done with computers. If there's multiple shaders feeding into one another, the best I can usually come up with is drawing the intermediate results to screen and debugging visually. Haven…

The JavaScript debugging is great right out of The Browser these days.

WebGL debugging... it's a combination of how you're doing it, visually, especially for shader-related issues. For API calls, logging gets most things figured out, there is also this: https://github.com/KhronosGroup/WebGLDeveloperTools

Re: Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

#24
post #11

stupid question to webgl experts here? - can you build an entire fps shooter game using web gl? how is physics handled? how is collision detection, enemy AI handled? what kind of frame rate can you expect from a counter strike game made in web gl? - what is the difference between webgl and threejs and babylonjs? - what is the man hour effort involved for doing something like this assuming you know html, css and js pr…

> what is the man hour effort involved for doing something like this assuming you know html, css and js pretty well but not familiar with gamedev Almost trivial with Ai. I just started making games with threejs. threejs is pretty much the abstractions you'd end up writing your self if you wanted to use webgl. The hard part is refining, polish, creating fun mechanics, and creating assets.

> Almost trivial with Ai.

Not true in the slightest.

> The hard part is refining, polish, creating fun mechanics, and creating assets.

All things that AI cannot, by definition, do. So, not trivial at all with AI.

Fuck AI, man.

Re: Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

#26

Very cool! However, it took me a while to figure out how this was supposed to be used. For others: On desktop, at least, you need to click and drag up/down on the left-hand control that says "swipe" with two arrows. Or click "Autoplay". laszlokorte -- can I suggest that the up/down icons should also be clickable/holdable? Since they're icons, they look like buttons, not a "swipe area". And also, maybe default to havi…

Thanks for the suggestion! I added a slow initial auto zoom and updated the up/down arrows to work while being pressed.

Re: Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

#27
post #12

stupid question to webgl experts here? - can you build an entire fps shooter game using web gl? how is physics handled? how is collision detection, enemy AI handled? what kind of frame rate can you expect from a counter strike game made in web gl? - what is the difference between webgl and threejs and babylonjs? - what is the man hour effort involved for doing something like this assuming you know html, css and js pr…

Very few questions are stupid, these are not. Yes, you can definitely build an entire fps game using WebGL for rendering. Typically using JavaScript to handle physics, collision, gameplay, etc. My current WebGL project is rendering high definition terrain, high-poly animated models, thousands of particles, shaders, sound and more over 150 frames-per-second on a 10 year old PC with a RTX 3060. I have found hardware ac…

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Re: Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

#28
post #12

stupid question to webgl experts here? - can you build an entire fps shooter game using web gl? how is physics handled? how is collision detection, enemy AI handled? what kind of frame rate can you expect from a counter strike game made in web gl? - what is the difference between webgl and threejs and babylonjs? - what is the man hour effort involved for doing something like this assuming you know html, css and js pr…

Very few questions are stupid, these are not. Yes, you can definitely build an entire fps game using WebGL for rendering. Typically using JavaScript to handle physics, collision, gameplay, etc. My current WebGL project is rendering high definition terrain, high-poly animated models, thousands of particles, shaders, sound and more over 150 frames-per-second on a 10 year old PC with a RTX 3060. I have found hardware ac…

- first of all thank you very much for the detailed insight

- as a guy who is very much new to gamedev, threejs etc but not to programming (have a decade of programming experience on backends, android apps etc) i am running into lots of questions as i try to build a mental model of what game dev process looks like

- let us say i wanted to add a player 3d model into this setup, the player can walk, run, crouch, shoot, throw a grenade, go prone, take cover to the wall etc. how do these animations get implemented? what kind of tools are needed for making these animations

- i read that the technique used is called skeletal animation. how are you supposed to think about this? you press w, the character moves forward. in terms of animation that means your character needs to play the standing at one place animation initially and transition to the walking animation as long as the w button is pressed. now you press shift and this walking animation needs to transition to running animation as long as shift is pressed. is this the right way to think about this?

- do we need intermediate animations like "transition from walk to run", "transition from run to walk", "transition from walk to crouch" etc? that would add a lot of states would it not?

- are there LLM tools that you are aware of that are capable of generating these animations?

- i also read there are different file formats like obj, fbx, m3d, glb etc. is the same data stored in these files in a slightly different way like csv vs json or are they completely different?

Re: Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown

#30
post #4

Why not include the Print Gallery image? Or - if worried about copyright, the ability to load an image.

Why not allow the upload of an arbitrary image?

You would have to know the position of the smaller copy in the uploaded image for the effect to work.
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