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Show HN: A Marble Madness-inspired WebGL game we built for Netlify

5-million-devs.netlify.com

31–40 of 243 posts

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#33

I am very curious how the physics feel realy-wordly for the most part at the mathematical level. Are there existing algos that define the gravitational pull of the "Facts" spots or was there a lot of tweaking? The 45 degree rotation does require more dual input than I care for which makes me wonder if that is a design choice.

> The 45 degree rotation does require more dual input than I care for which makes me wonder if that is a design choice.

Well they say "A Marble Madness-inspired WebGL game" so there is not much choice about the rotation [1]

[1] https://en.wikipedia.org/wiki/Marble_Madness

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#35
post #29

The controls don't seem to work for me. AWSD, only up and down work, unless I try to go diagonally, then it just gets "stuck" moving forever. Arrow keys no directions work unless I hold multiple keys down at once, then it also gets stuck moving. M1 macbook pro, Arc browser

That's weird, the desktop controls are supposed to work regardless of your keyboard layout. Are you able to play with your arrow keys (which are also supported)?

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#36

Well, I'd love to know what Netlify does, but... #1. I could not find pricing anywhere. #2. The "ROI calculator" steered me to enter in my name, e-mail, and phone number. I don't want to sign up to get spam from a salesman just to find out the basics about some tool or platform. #3. Wikipedia's page for Netlify has a content warning that the content appears to be an ad brochure, but at least it said this: "Netlify is…

Used Netlify back in the day (prior to Cloudflare pages / workers sites). The experience was largely smooth. HOWEVER, pricing was both opaque and prone to explode without warning, with little to no way of setting billing limits. Ultimately, that was too risky for the kind of small-ish projects I'm running. They had the Netlify CMS for a while, which I quite liked. But that's gone now. Be interesting to know what their USP is over CF Pages.

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#37
post #2

I'm one of the developers who worked on this project. Happy to answer any questions. More info on the project here: https://www.littleworkshop.fr/projects/5milliondevs/

That’s really lovely and polished. Nice job…

Thanks for playing! Glad you enjoyed it.

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#38

I am very curious how the physics feel realy-wordly for the most part at the mathematical level. Are there existing algos that define the gravitational pull of the "Facts" spots or was there a lot of tweaking? The 45 degree rotation does require more dual input than I care for which makes me wonder if that is a design choice.

> The 45 degree rotation does require more dual input than I care for which makes me wonder if that is a design choice. Well they say "A Marble Madness-inspired WebGL game" so there is not much choice about the rotation [1] [1] https://en.wikipedia.org/wiki/Marble_Madness

Looking through the linked docs I see the physics frameworks.

Of all the programming I find the 3D gaming to be the most complex and unattainable at my current knowledge or intelligence level.

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#39

I am very curious how the physics feel realy-wordly for the most part at the mathematical level. Are there existing algos that define the gravitational pull of the "Facts" spots or was there a lot of tweaking? The 45 degree rotation does require more dual input than I care for which makes me wonder if that is a design choice.

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 get something that felt right. For hotspots specifically, we implemented the magnet-like effect with custom code (by applying a force that pushes the ball toward the center and slowing it down at the same time) as there is no attractor primitive in Rapier.

The dual input is indeed a consequence of our isometric-view design choice, which I agree may not be the easiest way to control the ball. But the 45 degree angle just looks cooler in our opinion.

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#40
post #5
post #4

Earlier quoted context omitted.

add a built in timer and I bet people would speed run this thing

Thanks for playing. Actually, your time is displayed once you finish the experience (there are 5 levels in total). During the project, we discussed adding a speed-run mode but ultimately had to drop this feature due to time constraints. However, we intentionally included some shortcuts in the level design with that intent in mind.

and physics bugs, there are a few edge spots you can clip into and really send yourself flying!
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