Equinox.space
31–40 of 464 posts
Re: Equinox.space
#32very 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.
Re: Equinox.space
#33Earlier quoted context omitted.
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
#34Really good, and the music after the first thing that doesn't go as expected is particularly good.
Re: Equinox.space
#35This is amazing! The visual style is stunning. This actually comes very close to a style of game I've wanted to exist for a long time. The premise being this: You're on a ship going between destinations, but there's no light-speed shortcut, or jump-cut to the destination. Instead, you have to maintain the ship for the entire duration of the journey. Making sacrifices in power and computing ability to resolve problems…
Re: Equinox.space
#36Earlier quoted context omitted.
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.
Amazing job! Any specific settings in Three.js you used to get the great mobile performance? Really interested in seeing anything you'd like to share about how you optimized performance. Amazing work!
Nothing specific regarding mobile but we worked on rendering optimizations quite a bit to make the experience smooth. Most notably the render pipeline is based on MRT (Multiple Render Targets) which renders multiple frames at the same time, which is great when doing post-processing stuff. Also we made sure to keep the number of draw calls quite low by merging static objects. There is also a lot of culling going on, hiding rooms that are not visible.
We'll probably post more technical details on X in the coming days/weeks, be sure to follow us if you're interested.
Re: Equinox.space
#37At breakfast so I can't play right now, but those are some buttery-smooth animations on a new Android running Firefox. Nice work.
The only thing I'm seeing is a spinning globe on FF for Android. Smooth, but I guess I'm missing something...
Re: Equinox.space
#38This is amazing! The visual style is stunning. This actually comes very close to a style of game I've wanted to exist for a long time. The premise being this: You're on a ship going between destinations, but there's no light-speed shortcut, or jump-cut to the destination. Instead, you have to maintain the ship for the entire duration of the journey. Making sacrifices in power and computing ability to resolve problems…
That sounds similar to a sub-plot in Children of Time by Adrian Tchaikovsky. Very interesting book!
Re: Equinox.space
#39Author here. Happy to answer any questions! Some background info on the project: https://littleworkshop.fr/projects/equinox/
For those aspiring to become creative developers, could you share any tips on which areas they should focus on?