acme_pjz {l Wrote}:Hi Eketel,
Thanks for your kindness! I have download the full version and tried it
I agree with it. When you proposed a lot of different types of tiles and want to put them together, things get complicated and buggy.Also, the game has a lot of hidden complexity, particularly in the movement engine (complex collision resolution, gravity, portals, force propagation, and surface interactions, all quite concurrent).
acme_pjz {l Wrote}:Hi,
I'm happy to hear that the development is still going on. The screenshot looks impressive. It must be an enormous work porting the game from C# to JavaScript.
var FG_tex = await libek.load('textures/wall_8bit_fg.png')
var BG_tex = await libek.load('textures/patterns.png')
FG_tex.magFilter = THREE.NearestFilter
FG_tex.anisotropy = 4
BG_tex.magFilter = THREE.NearestFilter
BG_tex.anisotropy = 4
let FG_Color1 = new libek.shader.ManagedColor("yellow")
let FG_Color2 = new libek.shader.ManagedColor("white")
let BG_Color1 = new libek.shader.ManagedColor("orange")
let BG_Color2 = new THREE.Color("green")
let material = libek.shader.buildVariantMaterial("standard", {
map:FG_tex,
edgeinsetcolor:FG_Color1,
bguv:"uv",
roughness:0.6,
metalness:0.1,
sample:tt`
vec4 mc = texture2D( ${FG_tex}, vUv );
vec4 bc = texture2D( ${BG_tex}, bguv );
vec3 fgColor = vColor*mc.r + edgeinsetcolor*mc.g + ${FG_Color2}*mc.b;
vec3 bgColor = vColor*bc.r + ${BG_Color1}*bc.g + ${BG_Color2}*bc.b;
sample = vec4(fgColor * mc.a + bgColor*(1.0-mc.a), 1.0);
`
})
Julius {l Wrote}:Seems very cool!
Any chance this could be extended to work with AFrame WebVR?
See: https://aframe.io/docs/0.8.0/introducti ... reejs.html
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