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A WebGL game where you deliver messages on a tiny planet

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Re: A WebGL game where you deliver messages on a tiny planet

#53
post #32

Is this multiplayer? There are a lot of delivery people walking and jumping erratically.

I'm not sure if they are real people. I started two sessions and I didn't see my other self, despite being in the same location. Also, both times, the starting place was the same. If that would be the case for everyone, there would be many people there who just start the game.

Re: A WebGL game where you deliver messages on a tiny planet

#54
I appreciate what seems like an attempt to make a "smart camera" that gets out of the way of the player and unburdens them from having to control both a player and the perspective of the camera. That burden, of controlling two entities (player and camera) is large for people who are unused to playing video games.

Was this dynamic on your radar when building the game and camera system? Would love to hear your thoughts.

Re: A WebGL game where you deliver messages on a tiny planet

#57
post #17

I'm curious how you build something like this. I see file types in the network tab which, as a web dev, I've never worked with before. ktx2 and drc extensions, for example. I'm also seeing some wasm and threejs. Is there an engine that outputs these things or is it more of a manual process to bring everything together?

ktx is Khronos Texture a format for storing compressed textures (=image data) so that they can be uploaded to GPU memory without decompressing step inbetween drc is Draco Compression, it's a library from Google to compress mesh data

KTX can just store compressed GPU textures as-is, but in this case they're using the Basis Universal codec which is a bit more involved. Basis stores textures in a super-compressed form, which is decompressed at runtime to produce a less compressed (but still compressed!) format that the GPU can work with. The advantage is that it's smaller over the wire and one source file can decompress to several different GPU formats depending on what the users hardware supports.
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