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Show HN: A Marble Madness-inspired WebGL game we built for Netlify

5-million-devs.netlify.com

111–120 of 243 posts

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#111

Netlify CEO here. I spotted Little Workshop when I saw https://equinox.space/ on Hacker News and noticed it was running on Netlify. Loved the fluidness, speed and art direction of a game running directly in the browser and working smoothly on my phone. Immediately thought of them when we started thinking about a 5 million developer celebration and reached out. Love the result :)

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Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#112

Interesting. This consistently crashes my chrome browser whenever I get to the first glowing white checkpoint. But it's not like any crash I've seen before, the page reverts to a google search result I was on this morning. And the whole page is flickering white. That tab was closed long ago, but it seems something in this gets back to that state in memory, maybe a buffer overflow somewhere or something? While on the…

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Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#113

Nice! My favorite challenge was avoiding the glowing white dots along the path.

Yeah, they really should be some kind of powerup so you're incentivized to hit them.

Right now learning about the company feels like a penalty which I doubt was the intent.

Also for anyone who hits a dot and is confused how to get out of the information screen - you just press the arrows. I tried escape and clicking for longer than I would care to admit before I realized this.

Super cool idea though.

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#114
I think this is the first time I've ever seen an online game correctly tell me to use WARS keys for movement. Big props for handling non-qwerty layouts.

Great job optimizing too. Runs totally smooth on my 2012 macbook and its decrepit HD 4000 iGPU, which is no small feat for web-games these days.

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#115
post #2

I'm one of the developers who worked on this project. Happy to answer any questions. More info on the project here: https://www.littleworkshop.fr/projects/5milliondevs/

This was really fun. Right before this little hole on the second level, my macbook started running a bit slow and the collision detection somehow sucked the marble into the floor. https://imgur.com/ZANb1cT

Physics collision bugs are more likely to occur during frame rate drops. We’ve tried to address this by implementing an auto-respawn mechanism to handle cases where the ball gets stuck inside a collider, but it seems this sometimes fails. Anyway, thank you for playing!

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#116
post #101

Earlier quoted context omitted.

Thanks. The WebGL rendering is based on Three.js. We're using Rapier for the physics simulation, and Howler for the audio. Our game engine is responsible for all the controls and updating things like the camera position (which follows the position of the ball at every frame).

Why did you choose to do things this way instead of using Unity WebGL? It's okay if the reason is, "because we make websites and the programming we know is Javascript" or whatever. It doesn't have to be about some objective comparison, like optimization or whatever, which isn't going to be true or necessarily matter anyway.

Unity WebGL is not supported on mobile and we needed the experience to be playable on both desktop and mobile browsers.

However, mobile browsers will be supported with Unity 6 web exports, still experimental currently AFAIK, but that should become a viable option soon.

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#118
post #114

I think this is the first time I've ever seen an online game correctly tell me to use WARS keys for movement. Big props for handling non-qwerty layouts. Great job optimizing too. Runs totally smooth on my 2012 macbook and its decrepit HD 4000 iGPU, which is no small feat for web-games these days.

Thank you! As an azerty user, I know the pain of using websites that are only designed for US keyboards.

If anyone's wondering, the getLayoutMap method from the Keyboard API is what we're using to handle international keyboard layouts.

https://developer.mozilla.org/en-US/docs/Web/API/Keyboard/ge...

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#119
post #116

Earlier quoted context omitted.

Why did you choose to do things this way instead of using Unity WebGL? It's okay if the reason is, "because we make websites and the programming we know is Javascript" or whatever. It doesn't have to be about some objective comparison, like optimization or whatever, which isn't going to be true or necessarily matter anyway.

Unity WebGL is not supported on mobile and we needed the experience to be playable on both desktop and mobile browsers. However, mobile browsers will be supported with Unity 6 web exports, still experimental currently AFAIK, but that should become a viable option soon.

> Unity WebGL is not supported on mobile.

Hmm... Unity WebGL has worked correctly on Mobile Safari since 2013. Support has probably been flawless since around 2019. It has been supported in all the ways that matter for a long time.

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#120
post #20
post #3

Any chance this could get open-sourced? This seems like a great example of a lot of stuff for which there are few tutorials currently.

> This seems like a great example of a lot of stuff for which there are few tutorials currently. Not OP but, what exactly you feel like is missing tutorials? It's a nice little polished experience, but I don't think there is anything particularly innovative or difficult to build with the resources that exists today. Or is there something in particular that looks/seems difficult from what they shared?

You can't really compare the depth of resources that exists for something like React versus something like Three, which has a bunch of toy examples but no fully coherent experiences.

Companies like Figma have shown that there is a huge appetite for solutions built on top of Canvas or WebGL, but if you don't have the privilege of working for one of these companies that built up lots of proprietary building blocks from scratch, it's much more difficult to get started.

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