Insanely cool demo. I’m amazed I can open this and it run at 60fps within a ~~second~~ on my iPhone. Crazy the power that I have with it, when it spends most of its time in my pocket or playing music. I wish we could show some of the early computer engineers some of this kind of thing.
Summer Afternoon – A WebGL Experiment
181–190 of 205 posts
Re: Summer Afternoon – A WebGL Experiment
#182Reminds me of "Short Trip" https://alexanderperrin.com.au/paper/shorttrip/
HN Discussion from 2017 - posted as "Scenic Tram Ride" https://news.ycombinator.com/item?id=15324954
Re: Summer Afternoon – A WebGL Experiment
#183Earlier quoted context omitted.
> 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
#184Re: Summer Afternoon – A WebGL Experiment
#185After 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
Also, if you jump onto the clothes rack thing on the same building and go as far towards the road as you can you will get stuck in the falling animation.
Re: Summer Afternoon – A WebGL Experiment
#186Earlier quoted context omitted.
AAA games are way deep into diminishing returns for the last 10 years when it comes to rendering. A 2010 game with good art style can still look great if you run it on a high resolution display, while other games with much more impressive 2010-era rendering technology but poor art style have aged badly. It makes little sense to reduce the quality of games to their rendering technology and 3D API of choice.
I unironically prefer Valheim's graphics to any AAA game I've played. The scenes it sets are just perfect. I really enjoy the art style in the OP too.
Re: Summer Afternoon – A WebGL Experiment
#187I 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 can concur with other comments in this thread that there is something strange going on with iOS and WebGL. Just checking now though, and it does seem to run a little better after the iOS 16 update.
Re: Summer Afternoon – A WebGL Experiment
#188Earlier quoted context omitted.
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?
Re: Summer Afternoon – A WebGL Experiment
#189That we could only communicate with each other by excitedly jumping around - and still managed to explore together - reminded me of childhood memories playing with other kids in Sweden as a tourist who didn't speak their language.
Re: Summer Afternoon – A WebGL Experiment
#190Really nice. Find it interesting this was posted on HN 4 days ago with no comments now it's top at time of writing. I guess talks to merit of allowing reposts as I would have missed this.