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Equinox.space

equinox.space

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Re: Equinox.space

#281
post #4
post #3

Earlier 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.

I played through on my phone (Android) too and it was very smooth, suprisingly it didn't seem to cause significant battery drain or overheating - it performed really well.

Re: Equinox.space

#283

That's amazing! And it weights only 45 MiB! How did you achieve this? And most of it is sounds, what looks like. It's built with babylonjs?

Three.js.

Why it weighs only 45mb: the 3D environment isn’t that detailed, and we use Draco compression on the model files which has huge benefits in terms of file size. In addition, the art style requires few textures, and we use KTX2 compression. The audio files are indeed the largest assets.

Re: Equinox.space

#290
Cool.

I only could suggest, for hackers don't show hints of code shapes (for engine consoles), just make less buttons, so for example, just 64 possible variants, so real hacker could just find code by brute force.

Other possible idea, sough harder to implement, to use rotating dials and issue some shake of screen when approach right number on some dial.

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