Show HN: A Marble Madness-inspired WebGL game we built for Netlify
71–80 of 243 posts
Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify
#72Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify
#73Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify
#74Earlier quoted context omitted.
Great work, it really captures the feeling of Marble Madness. Its maybe to deep of a thought, but I really fancy the spin of the marble, something that the original was not conveying as fancy as your version does.
Thank you. The physics engine we're using (Rapier) really does most of the work to make the spin of the marble look realistic. But we spent quite some time tweaking the controls to make them as enjoyable as we could.
Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify
#75Earlier quoted context omitted.
There is a glitch on the momentum level, where the marble gets stuck behind a wall after dropping into a hole.
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 reproduce this issue. Thanks for reporting it!
Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify
#76On iOS, sometimes it scrolls the page and pressing and holding opens a weird right click magnifier and releasing it a share option on the top left? Those jarring little things seem to just never disappear from modern browser games. Beyond that it‘s amazingly fluid.
We tried to implement a workaround for that [1], but for some reason it still shows up from time to time. I really wish iOS Safari gave developers a way to disable these gestures! [1] https://discourse.threejs.org/t/iphone-how-to-remove-text-se...
I am very sure scrolling is related to popups when you roll over popup points.
Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify
#77i got a few questions: - you say it's built with three.js but you also use rapier. How does that work / integrate? I see one is JS frontend thing, the other rust engine - how did you design levels, with what?
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 that it can be used on the web even though it's originally written in Rust. The levels were built inside the Unity Editor, then exported to FBX, then went through a pipeline based on Blender python scripting that optimized their geometry,…
Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify
#78Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify
#79It needs more gravity for the marble to roll down slopes better.
I think this is intentional, since higher gravity/smaller ball would significantly raise difficulty.
Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify
#80I got stuck in the second chapter. Went into a tube leading to a spiraling green slide and my ball reset... to the interior of the block. Oh well, cool project.