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Summer Afternoon – A WebGL Experiment

summer-afternoon.vlucendo.com

161–170 of 205 posts

Re: Summer Afternoon – A WebGL Experiment

#161

Opening this in Brave on an iPad immediately crashed and rebooted the device. I don't think that has ever happened to it.

An iOS device crashing and rebooting because of something you open in your browser? Now that's something completely new and unheard of. /s

It is indeed very rare. Can you please explain the sarcasm with some examples?

Re: Summer Afternoon – A WebGL Experiment

#162
After 15 minutes of trying I managed to reach the roof of the house you can climb, and managed to take a cool screenshot :) https://imgur.com/Vq8i8Yz

Underrated thing that I haven't seen mentioned is how great the gameplay is, I was able to play without a mouse using only arrows and space bar, and the camera never felt clunky, which is rare for a 3d game. Haven't tried on mobile though

Re: Summer Afternoon – A WebGL Experiment

#163
post #162

After 15 minutes of trying I managed to reach the roof of the house you can climb, and managed to take a cool screenshot :) https://imgur.com/Vq8i8Yz Underrated thing that I haven't seen mentioned is how great the gameplay is, I was able to play without a mouse using only arrows and space bar, and the camera never felt clunky, which is rare for a 3d game. Haven't tried on mobile though

It works pretty great on mobile too!

Re: Summer Afternoon – A WebGL Experiment

#164

I looove this. I agree with the other commenters that this has a special feeling. And that the future for web games is bright. (For as long as Google is spearheading features with Chrome.) I guarantee this game wasn't built with Unity: 1) Unity bad for building WebGL games. It does multiple conversions to make a WebGL build. Unity offers live editing in its application, but that doesn't apply to web; whereas modern t…

Agree that close to the metal threeJS gets you best performance but don’t sleep on Unity WebGL.

They announced at their Unite conference a few months ago they were gonna add proper mobile support for it. Nice to see them investing.

Also shameless plug for [https://spatial.io]. With Unity’s URP we can get near AAA visual quality in the browser. Plus hosted multiplayer, chat, native web/mobile/vr apps, etc.

The future is bright for web and no install! And with App Store’s 30% cut the economic winds are at our back!

[https://spatial.io/toolkit]

Re: Summer Afternoon – A WebGL Experiment

#166
post #164

I looove this. I agree with the other commenters that this has a special feeling. And that the future for web games is bright. (For as long as Google is spearheading features with Chrome.) I guarantee this game wasn't built with Unity: 1) Unity bad for building WebGL games. It does multiple conversions to make a WebGL build. Unity offers live editing in its application, but that doesn't apply to web; whereas modern t…

Agree that close to the metal threeJS gets you best performance but don’t sleep on Unity WebGL. They announced at their Unite conference a few months ago they were gonna add proper mobile support for it. Nice to see them investing. Also shameless plug for [ https://spatial.io ]. With Unity’s URP we can get near AAA visual quality in the browser. Plus hosted multiplayer, chat, native web/mobile/vr apps, etc. The futur…

They've been saying they'll improve the WebGL experience for as long as I can remember.

Re: Summer Afternoon – A WebGL Experiment

#167

I looove this. I agree with the other commenters that this has a special feeling. And that the future for web games is bright. (For as long as Google is spearheading features with Chrome.) I guarantee this game wasn't built with Unity: 1) Unity bad for building WebGL games. It does multiple conversions to make a WebGL build. Unity offers live editing in its application, but that doesn't apply to web; whereas modern t…

> I guarantee this game wasn't built with Unity It looks like you're right - the announcement tweet credits threejs and houdini [1]. I measured 13MB downloaded, of which most are fairly bloated "assets" (here's a 3MB blurry png, for some reason [2]), so the "engine" itself looks to be less than 1MB. [1] https://twitter.com/vlucendo/status/1614983883866390530 [2] https://summer-afternoon.vlucendo.com/assets/images/clo…

> here's a 3MB blurry png, for some reason [2])

That blurry png may be the terrain, height map?

Re: Summer Afternoon – A WebGL Experiment

#168
post #33

Earlier quoted context omitted.

Yeah, the characters have legs !

If I implemented avatars in social VR I would also avoid legs. No legs is better than bad legs and good legs is very hard to achieve. So the "no legs" thing is the correct design decision in many cases.

> No legs is better than bad legs and good legs is very hard to achieve.

What do you think of the leg quality in this game?

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