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just a demo of my browser game running on a custom engine built with @threejs 3D pixel-art style
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The first small town for my MMORPG. Making it feel alive and interesting has been a challenge. I’m still not sure I’m happy with the result, and I think there are plenty more iterations ahead.
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Every MMORPG starts with a character creator. Here's a demo of mine. You can change your body type, hairstyle, beard, and colors. Characters in my game have 12 equipment slots, so you can combine any gear you find to create your own style.
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I've always dreamed of creating my own MMORPG with the freedom to play your way. And you know what? I've started. In my game, you'll discover all kinds of unique gear, explore the world with friends, and soar above it using magical cloaks.
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experimenting with blender and astra made a small cinematic from a simple scene. the characters and animations still look rough, but i really like how the environment turned out
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blender + astra + review/polishing
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A question for those building a web-first game but planning to release it on mobile: how are you going to deal with memory limits on iOS? Engines like Godot have tools to monitor memory usage. But if you build your game with Three.js, the browser tab may simply get killed.
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experimenting with Godot
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spent the weekend reworking the UI for my game added a minimap, character preview, inventory, and quest window still a lot to improve, but i think this iteration is starting to look interesting what do you think?
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and here's how it looks in-game
early prototype of an adaptive river system the river adjusts to the terrain, and when i move the spline, the mesh and river effects rebuild automatically
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early prototype of an adaptive river system the river adjusts to the terrain, and when i move the spline, the mesh and river effects rebuild automatically
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just finished a new baking system for my browser engine it can render hundreds of unique skinned characters with stable high fps, right in the browser
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two drawings. that's the whole workflow. you draw a pixel art character, then paint a depth map on top. the editor turns it into a low poly model with topology, joints and animations, right in the browser. export glb, drop it in your engine. no blender. no retopo. no rigging
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experimenting with terrain textures testing a new city ground texture
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another demo of my castle generator now with tower generation support and multiple visual styles
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i am working on a custom 3d editor, and i built a tile-based building generator on top of it
Replying to @eddort_dev @threejs
dont tell me it is procedural
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wip housing system for my browser game on @threejs each house is split into two LOD groups: an optimized exterior version and a detailed interior version with rooms and props
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demo of my browser-first engine built with @threejs added camera rotation support in isometric mode
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just built a static light baking system for my browser-based game engine built on top of @threejs
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the interior system now works together with the weather system in my browser-first game weather effects stay active outside, but no longer leak into buildings
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working on the interior system for my browser-first game, built on my custom @threejs engine players will be able to enter buildings without switching scenes
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