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!
Three.js/Ammo.js Quake 3 Physics Test
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Re: Three.js/Ammo.js Quake 3 Physics Test
#12Impressive 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!
AFAIK it's not possible to capture the mouse like that in browsers and/or WebGL.
Re: Three.js/Ammo.js Quake 3 Physics Test
#13Re: Three.js/Ammo.js Quake 3 Physics Test
#14My CPU temps are only a couple degrees higher and it's very smooth.
Re: Three.js/Ammo.js Quake 3 Physics Test
#15THREE.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…
Re: Three.js/Ammo.js Quake 3 Physics Test
#16THREE.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…
It's a trick used by consoles to increase performance.
Re: Three.js/Ammo.js Quake 3 Physics Test
#17Re: Three.js/Ammo.js Quake 3 Physics Test
#18THREE.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…
My guess is that players who play team-based games might like to have larger fovs, but 130 is definitely a bad choice from the perspective of hitting an opponent.
The point about consoles using a 50 fov is interesting though. It kinda makes sense since most console FPS games are just point-n-shoot-hide-n-seek types of games.
Re: Three.js/Ammo.js Quake 3 Physics Test
#19Earlier quoted context omitted.
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).
That said, it's a fantastic demonstration of what's possible in the browser. I'm really looking forward to seeing what three.js is like in a year or two, and how that rivals Flash.
Re: Three.js/Ammo.js Quake 3 Physics Test
#20Disinclined to try again since I've got work to do. :P