8 ms·
Not tone mapping/shader graph is probably the least of the sins, these kinds of one-shots tend to produce hundreds of THREE.Geometry, massive matrix walks, etc.
by avaer 10d ago
Not tone mapping/shader graph is probably the least of the sins, these kinds of one-shots tend to produce hundreds of THREE.Geometry, massive matrix walks, etc. that explode once you move beyond a screen saver.
The models _can_ do it, but you need to ask for the right things. Most people don't, they'll usually blame the browser for being slow or ugly when they can't break through the THREE demo page wall.
- sroerick 10d agoCan you elaborate on this? how would you work on a larger THREE project? would you create models independently?
- avaer 10d ago> how would you work on a larger THREE project? A larger THREE.js project starts to look more and more like a game engine, so you pick and choose the parts you need. There's a ton of open source libs, most of the heavy components the big players use are open source, things like physics, mesh optimization. Key AI-specific parts might be: - a harness (so the agent can drive the thing) - authoring pipeline (so you can bake/optimize assets) - some sort of coherent renderer architecture (what are your assets, your passes, what's your shader graph). Without some fundamentals here you are on the short road to falling off the cliff of tech debt and the AI will gladly drive you off of it until you ask for an expensive rewrite. > would you create models independently Yes. Pretty much any proven gamedev/asset pipeline is something frontier models are good at. Procedural systems, asset store, free content, Blender, Meshy. Literally anything except "make a THREE.js scene" -- which is not a technique used in gamedev, beyond throwaway prototypes or demos. Which is what you will get if you ask for a THREE.js scene.
- rao-v 10d agoDoes anyone have an efficient, reasonably designed three.js or other web oriented mini game engine? Low poly but modern rendering effects should be a good niche for hobbyist stuff but hard to find.
- Footprint0521 10d agoThree.js with cannon.js is what you want, but the more you work with it, the more you realize how the difficult part is not so much the “game” or “engine” in that sentence but the word “web”… optimizing assets is a massive skill all in its own to be storage friendly and usable without the easy default of laggy and massive download size
- rao-v 10d agoFor what it’s worth rando redditers warns that cannon.js is old. I found the remarkable https://babylonjs.com/lite-demos/ https://babylonjs.com/lite-demos/ Both the regular and lite demos are pretty amazing for browserware!
- utopiah 9d agoI think the cool kids now prefer Rapier for physics in the browser.