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Thanks for the feedback! We used the Three.js WebGL library and a custom-built game engine for the various interactions, pathfinding and game logic. We modeled
by franck 2y ago
Thanks for the feedback! We used the Three.js WebGL library and a custom-built game engine for the various interactions, pathfinding and game logic. We modeled the scenes in Blender and SideFX Houdini, and also baked lightmaps with Blender.
- abj 2y agoAmazing job! Any specific settings in Three.js you used to get the great mobile performance? Really interested in seeing anything you'd like to share about how you optimized performance. Amazing work!
- franck 2y agoThanks! Nothing specific regarding mobile but we worked on rendering optimizations quite a bit to make the experience smooth. Most notably the render pipeline is based on MRT (Multiple Render Targets) which renders multiple frames at the same time, which is great when doing post-processing stuff. Also we made sure to keep the number of draw calls quite low by merging static objects. There is also a lot of culling going on, hiding rooms that are not visible. We'll probably post more technical details on X in the coming days/weeks, be sure to follow us if you're interested.
- the_real_cher 2y agoAwewome thx for the info. Its inspiring.
- winnie_ua 2y agoI've noticed that pathfinding works on mobile mode! I was impressed that it is present there. I would expect camer to fly directly to target location.
- franck 2y agoThe 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 possible in getting around.