It's tiring to see that WASD is always used to control movement, regardless of keyboard layout. On a French keyboard, this is how WASD is laid out: http://en.wikipedia.org/wiki/File:KB_France.svg Needless to say that it is highly impractical… Why not bind the arrow keys?
MineCraftWebGL
41–50 of 59 posts
Re: MineCraftWebGL
#42Pretty cool but another thing missing from this is the dynamic lighting. If you make an enclosed space it's just as bright inside as daylight. The lighting in minecraft is simple but extremely effective. Here's a nice demo/test from Notch from when he was working on that: http://www.youtube.com/watch?v=xnvqvFsNkq0
Re: MineCraftWebGL
#43Earlier quoted context omitted.
If you have to look at your keyboard to write things that is unefficient anyway? I never look at my keyboard unless I have to type some weird character that is never normally used.
That's an extremely simplistic look at the problem. The issue isn't looking at the keyboard, it's the extra mental effort of doing the keymapping every time you run into a new application which has stupid defaults that don't take alternative layouts into account.
Nobody using Dvorak will want WASD as movement controls for a game for example, but they will most likely want to use the same keys, right?
Re: MineCraftWebGL
#44Re: MineCraftWebGL
#45I wonder how this was created? (tools, libraries) Been thinking about learning WebGL for a while now.
https://github.com/danielribeiro/WebGLCraft (not trying to be a dick, I mean, at least to your libraries and tools question: it is all there)
Re: MineCraftWebGL
#46Re: MineCraftWebGL
#47Earlier quoted context omitted.
The arrow keys are usually at the right of the keyboard, next to the mouse, which makes playing with two hands awkward. You also need to move the hand on the keyboard to push pretty much any other key, which makes it difficult to do other actions (reload, open inventory, sprint, etc.) Of course the better solution is to give the player the choice...
> You also need to move the hand on the keyboard to push pretty much any other key - cost of binding arrow keys: ~0 - benefit to non-wasd compatible layouts: ∞ (did you know that my keyboard can actually move to where arrow keys are comfortably used, or that left-handed and right-handed-who-use-their-mouse-on-the-left-because-it-makes-sense-with-a-numpad-and-makes-RSI-bearable people exist? ;-)
Re: MineCraftWebGL
#48Very, very nice! Possible feature: would it be possible to generate unique individual links a la pastebin? Just a "generate link button" that stored all the current values of the variables and spit out a link like: http://danielribeiro.github.com/WebGLCraft/7vDq0hGh Though I suppose for pastebin et al. those are just database links. There is too much data here to store it in the actual url string itself :( Maybe just…
That wouldn't include all the player made modifications to the terrain but it would give people the same world.
Re: MineCraftWebGL
#49If only there were an API for mouse capturing. Is there any reason why it couldn't work if it were implemented like full screen mode (displaying a message telling the user to press escape to reclaim the mouse)? Edit: Actually it looks like this is being worked on after all – http://dvcs.w3.org/hg/pointerlock/raw-file/default/index.htm...
This exists in Firefox as of 14, currently in Aurora, so this will be in a stable release in a few weeks. It also exists in recent Chrome versions, however it seems to be disabled by default for some reason, but you can enable it in the flags menu. No reason why this cool site can't use it on those browsers, there are lots of demos on the web that do. Mouse lock is very important.
Re: MineCraftWebGL
#50Very, very nice! Possible feature: would it be possible to generate unique individual links a la pastebin? Just a "generate link button" that stored all the current values of the variables and spit out a link like: http://danielribeiro.github.com/WebGLCraft/7vDq0hGh Though I suppose for pastebin et al. those are just database links. There is too much data here to store it in the actual url string itself :( Maybe just…
If you wanted to generate the same terrain, then you could save a particular seed for the random function which could be appended to the url. That wouldn't include all the player made modifications to the terrain but it would give people the same world.