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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

#281

Was having fun. Completed all but the scientist objective as I couldn't find the last person. I found what looked to be a hidden location and as the person there said "Hello" it crashed the page. oof.

Happy to find out it remembered my progress. And I found the final delivery and completed the game. And yes, I'm sure the girl on the roof is a 'hidden' thing. She talks about three.js, game development, and art.

I'm a recovering completionist. Don't do this to me! I've been trying to find a secret area by walking on the pipes but that is probably a red herring. But why is there a gauge there? I also haven't found the girl on the roof yet, multi-wall jumping doesn't seem to work :)

SPOILERS AHEAD (for another game, which you should have played by now, if you enjoy this game, in my opinion) There's also a hiss at the industrial site which reminds me of the game Full Throttle where you have to kick the wall at the right time. But that can't be a thing, right? But the gauge!

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

#282
This is beautiful, and works well on mobile in many ways.

I’m not unfortunately a fan of the way the touch controls work. Given the player is on a tiny spherical world I’d expected to be able to drag the world around under their feet to make them walk/run, whereas the way it works at the moment, on a smallish phone screen, feels somewhat backwards.

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

#284

Earlier quoted context omitted.

Don’t neglect that 2020+ mobile chips are better at graphics than PlayStation 4.

Fun quip but doesn't seem to be true in practice (if we're talking strictly smartphones, not tablets). PS4 specs: ~1.84 TFLOPS FP32, 18 GCN CUs @ 800 MHz, 8 GB GDDR5 @ 176 GB/s. I think maybe some released-yesterday phone might get close on spikes/bursts, but not on any sustained loads, like gaming, nor would the beat the PS4 on image quality either.

The CPU on the iPhone 13 mini (apple’s last phone, in my opinion) wins:

https://www.cpu-monkey.com/en/compare_cpu-sony_playstation_5...

Shader throughput (shader count times base clock) is similar too: https://gadgetversus.com/processor/apple-a15-bionic-vs-amd-l...

The iPhone wins on boost shader throughput by a lot, but that’ll throttle. The ps4 has more, slower gpu cores. Not sure how gpu memory bandwidth compares.

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

#285

Earlier quoted context omitted.

This is impressive but I don't get it. All that work and you have a game written in JS of all things. Why not write it in a desktop language und port it to JS. Now this will always need a browser to run, feels like a waste of time to me.

You're looking at it in the wrong way. It's written in the native language of the best content delivery platform we have available.

It’ll also run pretty well on pretty much any OS. If I had a BSD box with GPU acceleration laying around, I’d give it a spin.

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

#286
post #238

Earlier quoted context omitted.

This is impressive but I don't get it. All that work and you have a game written in JS of all things. Why not write it in a desktop language und port it to JS. Now this will always need a browser to run, feels like a waste of time to me.

Can always use Electron or Tauri to turn it into a native app

Electron and native do not belong in the same sentence AFAIK unless you mean 'native to the browser (which happens to be included in the package)'. Tauri is the same, just bring your own 'browser' (webview, really).

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

#287

One of the most impressive things about this is that it transfers only 5.7 MB of data on initial load and then caps out at 17.5 MB for the final load. It seems to be making smart choices about compression techniques. This is a good showcase of how well games can work on the web if done well.

Am I wrong in feeling that 5-15MB is... more than enough data for the world we see? There's not that much information here. I'm not trying to be a demoscene smart-ass here, either (I expect demoscene masters would've packed the equivalent in under 1MB). Just that, models are low-poly, the world is small and made up from pieces that feel simple to describe; as long as you're not trying to bake everything into a static…

I thought it was higher, but median page weight is over one mb, and 90’th percentile is 7-8 mb:

https://almanac.httparchive.org/en/2024/page-weight#fig-37

So, 5-15 for a video game (vs a static document) is pretty good!

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

#288
post #8

The font? The art style? The fluidity on a mobile device? It's fantastic. I wasn't able to deliver packages but I was too mesmerized to be mad about that. Beautiful game. Kudos. Edit: I did figure it out and completed all the deliveries. So many potential. It reminds me a bit of Sky by thatgamecompany Edit 2: for the author, I noticed several players approached me and tried to communicate. Please explore games like J…

The font is really awful. Misunderstanding aesthetics from difference cultural sources to feed to people who will take them at a surface level, there's nothing of substance. It's giving [0] and it's bad vibes, nothing should aspire to this. It leads me to question every other emotional connection I might otherwise have with the experience.

[0] https://i.redd.it/jv2yw7uqmu3e1.png

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