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Equinox.space

equinox.space

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Re: Equinox.space

#3
post #2

Author here. Happy to answer any questions! Some background info on the project: https://littleworkshop.fr/projects/equinox/

I'm blown away by being able to drop in on it on my smartphone seamlessly! My phone got noticibly warm during play.

Re: Equinox.space

#4
post #3
post #2

Author here. Happy to answer any questions! Some background info on the project: https://littleworkshop.fr/projects/equinox/

I'm blown away by being able to drop in on it on my smartphone seamlessly! My phone got noticibly warm during play.

Thank you! Yes, making it available on mobile devices was one of our priorities from the start (even though the desktop experience remains the best one). Phones do tend to heat up when rendering complex WebGL applications.

Re: Equinox.space

#6
I am very much impressed by this project. The smoothly rendering on the browser, stunning graphics and captivating music create an immersive journey. And I always love to discover some Easter eggs. Bravo!

Re: Equinox.space

#7
post #6

I am very much impressed by this project. The smoothly rendering on the browser, stunning graphics and captivating music create an immersive journey. And I always love to discover some Easter eggs. Bravo!

Thanks hackton. Really appreciate it!

While creating Equinox, it frequently felt like we were working on tiny details that hardly anyone would notice. But ultimately I believe that immersion largely relies on the accumulation of all these small additions.

Re: Equinox.space

#8
very cool! it delayed me getting out of bed for 15 minutes. worked great on android phone.

great atmosphere music graphics and sense of humour.

is 3js the only technology you all used to make this?

Re: Equinox.space

#9

very cool! it delayed me getting out of bed for 15 minutes. worked great on android phone. great atmosphere music graphics and sense of humour. is 3js the only technology you all used to make this?

Thanks for the feedback! We used the Three.js WebGL library and a custom-built game engine for the various interactions, pathfinding and game logic. We modeled the scenes in Blender and SideFX Houdini, and also baked lightmaps with Blender.
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