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Equinox.space

equinox.space

351–360 of 464 posts

Re: Equinox.space

#351
post #73

Music reminded me slightly of Perfect Dark. Waking up on a spaceship reminded me of The Journeyman Project.

Oh I loved the Journeyman Project as a kid and I didn't think of it at all when creating Equinox, but thanks to your comment I'm now starting to think it had some unconscious influence!

Re: Equinox.space

#355
I absolutely loved it, thank you so much :-D Had to close the window tab because if I didn't I'd still be there, too immersive, so much fun.

Again, thank you!

Re: Equinox.space

#356
post #52

Earlier quoted context omitted.

Could you put in an invert mouse Y-axis for us old farts?

What do you mean? I move the mouse (well trackpoint) up, and I see the ceiling, same with the trackpad

There are two ways to define "natural".

One way is as though you are moving the observer. You move (yourself) up to look up.

Another way is as though you are moving the object. You move (the scene) down to look up.

Both are perfectly natural in different contexts.

Everyone perfectly naturally turns their head up or lifts a telescope up in order to look higher.

Everyone also perfectly naturally slides a paper down or rorates a globe down in order to see higher parts of it.

Re: Equinox.space

#358
post #9

Earlier 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.

I've noticed that pathfinding works on mobile mode! I was impressed that it is present there. I would expect camer to fly directly to target location.

The same engine runs on both desktop and mobile, pathfinding performance wasn't an issue on mobile. We knew from the beginning that it was important for mobile controls to be "smart" and to assist the player as much as possible in getting around.
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