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Show HN: A Marble Madness-inspired WebGL game we built for Netlify

5-million-devs.netlify.com

51–60 of 243 posts

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#52

i got a few questions: - you say it's built with three.js but you also use rapier. How does that work / integrate? I see one is JS frontend thing, the other rust engine - how did you design levels, with what?

The rendering engine is using Three.js which is a WebGL library. The physics/collision detection code is using Rapier through a WebAssembly module available on npm [1], which means that it can be used on the web even though it's originally written in Rust.

The levels were built inside the Unity Editor, then exported to FBX, then went through a pipeline based on Blender python scripting that optimized their geometry, assigned materials and exported them to GLTF (the final format that we load in the browser).

[1] https://rapier.rs/docs/user_guides/javascript/getting_starte...

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#53

I am very curious how the physics feel realy-wordly for the most part at the mathematical level. Are there existing algos that define the gravitational pull of the "Facts" spots or was there a lot of tweaking? The 45 degree rotation does require more dual input than I care for which makes me wonder if that is a design choice.

> The 45 degree rotation does require more dual input than I care for which makes me wonder if that is a design choice. Well they say "A Marble Madness-inspired WebGL game" so there is not much choice about the rotation [1] [1] https://en.wikipedia.org/wiki/Marble_Madness

The NES Marble Madness port (and probably others) had a choice of control schemes, where the D-Pad is either mapped directly to the screen (Down is down) or mapped at a 45 degree angle (Down is down-right). I never could wrap my head around the latter, but I can see the benefit given the stage layout mostly uses 45 degree paths.

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#54

On iOS, sometimes it scrolls the page and pressing and holding opens a weird right click magnifier and releasing it a share option on the top left? Those jarring little things seem to just never disappear from modern browser games. Beyond that it‘s amazingly fluid.

We tried to implement a workaround for that [1], but for some reason it still shows up from time to time. I really wish iOS Safari gave developers a way to disable these gestures!

[1] https://discourse.threejs.org/t/iphone-how-to-remove-text-se...

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#55

i got a few questions: - you say it's built with three.js but you also use rapier. How does that work / integrate? I see one is JS frontend thing, the other rust engine - how did you design levels, with what?

Not the dev, but Rapier has a JavaScript binding through WASM. And you can design the levels with a 3d tool like Blender, then script out the animation.

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#57
post #31

Super fun. Loved the rubbery sound design. I’d want to watch the CEO host a speed run stream.

Actually, we used a recording of a basketball for the sound of the marble bouncing. It wasn’t our original intention, as we initially imagined the ball to have more of a metallic quality. However, the rubbery effect kinda works, I guess. :)

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#58
post #2

I'm one of the developers who worked on this project. Happy to answer any questions. More info on the project here: https://www.littleworkshop.fr/projects/5milliondevs/

How many people worked on this project and how long did it take to develop? Nice job!

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#59
post #41

Earlier quoted context omitted.

Great work, it really captures the feeling of Marble Madness. Its maybe to deep of a thought, but I really fancy the spin of the marble, something that the original was not conveying as fancy as your version does.

Thank you. The physics engine we're using (Rapier) really does most of the work to make the spin of the marble look realistic. But we spent quite some time tweaking the controls to make them as enjoyable as we could.

You did a great job. The physics seems about as enjoyable as those of Rocket League and they must've have spent a considerably larger effort.

Re: Show HN: A Marble Madness-inspired WebGL game we built for Netlify

#60
post #58
post #2

I'm one of the developers who worked on this project. Happy to answer any questions. More info on the project here: https://www.littleworkshop.fr/projects/5milliondevs/

How many people worked on this project and how long did it take to develop? Nice job!

Besides people from the Netlify team who helped write the content and worked on some back-end aspects, the design and development of the game took around 8 weeks for a team of two.
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