Three.js/Ammo.js Quake 3 Physics Test(media.tojicode.com)
media.tojicode.com
Three.js/Ammo.js Quake 3 Physics Test
http://media.tojicode.com/q3bsp/physics-test.html
10 comments
I think you're missing the point. It's a demo of the strength of WebGL and a milestones towards 3D in the browser.
No I get that and like I said I think its really impressive! But, I think that the controls detract from properly delivering the message (and it would be much more enjoyable to use if movement was less fiddly).
I completely agree. I'm a game developer, and I'd have a hard time intentionally designing a worse mouse look. Ouch. (I realize that they're not using mouse capture intentionally).
That said, it's a fantastic demonstration of what's possible in the browser. I'm really looking forward to seeing what three.js is like in a year or two, and how that rivals Flash.
That said, it's a fantastic demonstration of what's possible in the browser. I'm really looking forward to seeing what three.js is like in a year or two, and how that rivals Flash.
THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 20000 );
Why on earth did you use FOV of 50? Default on quake is 90, and in most games.
Also, 95% of the professional players play with fov in range 100 - 130. (I personally play with 130)
For the sake of the demo, i think this needs to be fixed to at least 90 deg. This is like trying to walk trough room looking trough a plastic pipe, you see whats in front of you, but you need way more information to move comfortably.
Why on earth did you use FOV of 50? Default on quake is 90, and in most games.
Also, 95% of the professional players play with fov in range 100 - 130. (I personally play with 130)
For the sake of the demo, i think this needs to be fixed to at least 90 deg. This is like trying to walk trough room looking trough a plastic pipe, you see whats in front of you, but you need way more information to move comfortably.
Interestingly, among the professional quake live players, the average fov seems to be in the ballpark of 90 to 100. Most of the aim-heavy players with a 90 fov.
My guess is that players who play team-based games might like to have larger fovs, but 130 is definitely a bad choice from the perspective of hitting an opponent.
The point about consoles using a 50 fov is interesting though. It kinda makes sense since most console FPS games are just point-n-shoot-hide-n-seek types of games.
My guess is that players who play team-based games might like to have larger fovs, but 130 is definitely a bad choice from the perspective of hitting an opponent.
The point about consoles using a 50 fov is interesting though. It kinda makes sense since most console FPS games are just point-n-shoot-hide-n-seek types of games.
It's a trick used by consoles to increase performance.
And because they are typically further away, so the view cone needs to be smaller feel right.
I agree with post. Around 50 seems to be the default for console shooters these days - which is a shame when they get ported to PC with a locked POV :-|
It took me a while to figure out what the physics part of this demo was. You have to elevate up a bit (click to move) and then throw boxes using the spacebar. Very nicely done by the way!
Use ASWD to move, mouse around to get motion sickness, SPACE to throw a cube around.
What's amazing is I do NOT have hardware accelerated video yet Firefox 12 is not even breaking a sweat.
My CPU temps are only a couple degrees higher and it's very smooth.
My CPU temps are only a couple degrees higher and it's very smooth.
I saw the FPS graph and was about to close it, because I thought there was nothing more happening. Add a "Map loading" indicator or something like that.
Yeah Three.js is a bit strange like that. It loads all textures asynchronously but doesn't provide a (built in) way to have any kind of loading indicator, so for a lot of the demos until they are fully loaded you just see a blank screen. The car demos are a great example of this: http://mrdoob.github.com/three.js/examples/webgl_materials_c...
Fairly impressive how many boxes you can spawn before it starts to stutter.
awesome demo! interesting to see the progress.
one thing that is very noticeable though; no multi-threading! as soon as you start moving the 'cube' stops. my guess is physics updating defers to player movement.
one thing that is very noticeable though; no multi-threading! as soon as you start moving the 'cube' stops. my guess is physics updating defers to player movement.
Holding down space for a couple of seconds was fun!
Fun while it lasted. Flew around a bit, was very impressed, then looked toward a teleporter and froze my whole machine. Presumably a Google or Apple/NVIDIA bug (Chrome 18.0.1025.151 on a mid-2010 MBP with a GeForce GT 330M and fully-updated Lion).
Disinclined to try again since I've got work to do. :P
Disinclined to try again since I've got work to do. :P
Aside from that it looks really nice!