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franck
searching Neon…
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by
franck
2y ago
Awesome, congrats on your 2:49 run. Sure, we'll definitely let you know. Probably won't happen but I would love adding a level editor. Thanks!
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by
franck
2y ago
Wow, learning that people are sharing speedruns on YouTube totally made my day!
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by
franck
2y ago
Thanks for reporting!
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by
franck
2y ago
It's wonderful to know that your child enjoyed our little game. Thanks so much for sharing that with us!
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by
franck
2y ago
Unfortunately, we have no plans to add new controls to the game at this time.
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by
franck
2y ago
Thanks so much! With a bit of luck and talking to the right people at the right time, we got our start when Mozilla gave us the opportunity to create technical demos for the release of Firefox 4 back in 2010. Among other demos, we created a
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by
franck
2y ago
Amazing, as the developer of this game, I wasn't even aware that you could make it under 3 minutes!
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by
franck
2y ago
Thanks! Sorry there's currently no plan to make it open source at the moment.
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by
franck
2y ago
Thanks. There's no current plan to turn this into an actual game but I agree it would neat.
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by
franck
2y ago
I should have said that it's not officially supported. For client work, we prefer not to choose an engine that may not work on a few devices and which we have no ability to fix.
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by
franck
2y ago
Unity WebGL is not supported on mobile and we needed the experience to be playable on both desktop and mobile browsers. However, mobile browsers will be supported with Unity 6 web exports, still experimental currently AFAIK, but that should
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by
franck
2y ago
Nothing complicated, we simply have initialization code that parses the GLTF scene on startup by iterating over the children of a specific group, and creating Rapier colliders for each of them (Triangle Mesh Colliders to be specific, in ord
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by
franck
2y ago
The main draw of the Unity Editor for us is how it auto-reloads assets, like 3D models, as soon as the asset file is updated. So the workflow is having your DCC app open in which you model things and export assets from, and Unity Editor to
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by
franck
2y ago
The glowing line represents a timeline of Netlify's milestones that you have to follow in order to discover their journey. No particular reason for the physics-based gameplay except to have a bit of fun.
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by
franck
2y ago
Thanks and sorry you got stuck, we made our best effort to prevent these situations from happening but apparently they still do.
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by
franck
2y ago
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 o
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by
franck
2y ago
The physics engine we are using is Rapier 3D which does a lot of the heavy lifting, even though we had to tweak a lot the physics properties of the ball and surfaces in order to get something that felt right. For hotspots specifically, we i
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by
franck
2y ago
Yeah, sometimes the ball does some crazy things due to the way collision detection works. We tried to optimize and avoid most of the issues but it can happen.
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by
franck
2y ago
There is code in place to respawn the ball if we detect that it's stuck inside a block or wall, which can occur due to frame drops during the physics simulation. I'll try to reproduce this issue. Thanks for reporting it!
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Show HN: A Marble Madness-inspired WebGL game we built for Netlify
(5-million-devs.netlify.com)
616 points
by
franck
2y ago
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230 comments
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by
franck
2y ago
Thank you for the bug report, I just fixed it.
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by
franck
2y ago
Yes this is an old project that we did back in 2015, but thank you for the broken link report, I just fixed it. Also, thanks for your feedback (which I agree with!) but we currently have no plans to update it.
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by
franck
2y ago
The same engine runs on both desktop and mobile, pathfinding performance wasn't an issue on mobile. We knew from the beginning that it was important for mobile controls to be "smart" and to assist the player as much as possib
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by
franck
2y ago
Oh I loved the Journeyman Project as a kid and I didn't think of it at all when creating Equinox, but thanks to your comment I'm now starting to think it had some unconscious influence!
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by
franck
2y ago
Thanks a lot for your kind words! Metroid Prime wasn't a direct inspiration but it may certainly have had some influence on us, as we loved playing that game when we were younger.
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by
franck
2y ago
Thanks! About the character height, it's set at 1.6m and all the environment is supposed to be at the right scale, but perhaps we made the doors a bit too short. We tried to convey a bit of claustrophobic feeling, especially in the low
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by
franck
2y ago
Thanks a lot. I wish there was more too, but we unfortunately had to keep the project's scope under control! Lots of puzzle ideas and content were cut.
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by
franck
2y ago
Thanks. I guess a potential issue would be rendering the outlines because it's implemented with post-processing and I'm not sure how it would look in VR.
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by
franck
2y ago
Much appreciated, thanks! Releasing a successful game on Steam would be amazing of course but it's not easy, to say the least. I hope we'll manage to do it some day!
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by
franck
2y ago
Thank you!
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