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Three.js/Ammo.js Quake 3 Physics Test

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Re: Three.js/Ammo.js Quake 3 Physics Test

#2
Impressive but the controls really let it down. Moving around made me feel sea sick with the room spinning everywhere. The cursor needs to be fixed to the centre of the screen (as in traditional fps's) and not have some sort of momentum whereby you continue spinning round when you're facing the direction you want.

Aside from that it looks really nice!

Re: Three.js/Ammo.js Quake 3 Physics Test

#3
THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 20000 );

Why on earth did you use FOV of 50? Default on quake is 90, and in most games.

Also, 95% of the professional players play with fov in range 100 - 130. (I personally play with 130)

For the sake of the demo, i think this needs to be fixed to at least 90 deg. This is like trying to walk trough room looking trough a plastic pipe, you see whats in front of you, but you need way more information to move comfortably.

Re: Three.js/Ammo.js Quake 3 Physics Test

#4
post #3

THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 20000 ); Why on earth did you use FOV of 50? Default on quake is 90, and in most games. Also, 95% of the professional players play with fov in range 100 - 130. (I personally play with 130) For the sake of the demo, i think this needs to be fixed to at least 90 deg. This is like trying to walk trough room looking trough a plastic pipe, you see wha…

I agree with post. Around 50 seems to be the default for console shooters these days - which is a shame when they get ported to PC with a locked POV :-|

Re: Three.js/Ammo.js Quake 3 Physics Test

#5

Impressive but the controls really let it down. Moving around made me feel sea sick with the room spinning everywhere. The cursor needs to be fixed to the centre of the screen (as in traditional fps's) and not have some sort of momentum whereby you continue spinning round when you're facing the direction you want. Aside from that it looks really nice!

I think you're missing the point. It's a demo of the strength of WebGL and a milestones towards 3D in the browser.

Re: Three.js/Ammo.js Quake 3 Physics Test

#7
post #5

Impressive but the controls really let it down. Moving around made me feel sea sick with the room spinning everywhere. The cursor needs to be fixed to the centre of the screen (as in traditional fps's) and not have some sort of momentum whereby you continue spinning round when you're facing the direction you want. Aside from that it looks really nice!

I think you're missing the point. It's a demo of the strength of WebGL and a milestones towards 3D in the browser.

No I get that and like I said I think its really impressive! But, I think that the controls detract from properly delivering the message (and it would be much more enjoyable to use if movement was less fiddly).

Re: Three.js/Ammo.js Quake 3 Physics Test

#10
post #6

I saw the FPS graph and was about to close it, because I thought there was nothing more happening. Add a "Map loading" indicator or something like that.

Yeah Three.js is a bit strange like that. It loads all textures asynchronously but doesn't provide a (built in) way to have any kind of loading indicator, so for a lot of the demos until they are fully loaded you just see a blank screen. The car demos are a great example of this: http://mrdoob.github.com/three.js/examples/webgl_materials_c...
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