It’s not super refined, but it’s cool for only a few hours of work and I’m sure there are some effects in there some people might be interested in. There are no assets in this, it’s all programmatic.
If you hit play again it should drop into fullscreen
It was based off of this youtube video:
was about 4-5 hours of dev for this one spread out over the last couple of weeks while I had some downtime with work and the baby. This is one of the first ones where I developed the visual pipeline before I started developing the assets and I think it work out well. The stars, the junk and the planet should all be slightly different each reaload.
For my own sanity I had to take a break from work for a couple hours yesterday and today to whip up something more artistic.
All work and no play makes jack a dull boy…
Anyways here is another fully asset-less retro remake of a youtube clip.
The chainlink is a SDF, the trees are distorted L systems and are even blowing in the wind.
Its all made to be a re-creation of this:
So shout out to the original artist.
I need to still apply some more post effects to get the look right where I want it to be, but for the most part the main components are here. The colors just need tweeking and a few size changes.
This is so cool. I love the synth wave effects retro music. I found this gold mine of synth wave Gifs a while back. @Pryme8, I hope this will give you more inspiration:
Thanks. Like you I was inspired from visualdon who make cool synthwave animation loops in cinema 4D: Contact - VISUALDON
I decide to recreate his cosmic dreams scene of VisualDon in THREE.js
I learned about creating reflective surface using CubeCameraTexture & Mirror Shaders of THREE.js . I had no knowledge of BABYLON js at that time.
But when I learned about BABYLON js and tried a couple of playground I realize it is much easier to do it with BABYLON then THREE.js. I eventually building up that Retro Sunset scene with BABYLON. After that I abandoned THREE js & now I have permanently switched to BABYLON js.
I have stored the code for creating reflective surface & my learning in this THREE js scene: https://hiteshsahu.com/Abstract
Way back when I was working at my old job as a dentist office admin. I had lots of downtime, so I would make BJS things. I saw that someone had mentioned Tsuro in a VR thread and it reminded me of this project!
If you have never played Tsuro before then the rules are simple. First place the tokens for the players on the edge points of the board. Second when its your turn pick a tile (you can rotate them with the arrow keys when hovering them), your player token will follow the path that is placed before them. Dont let them run into another token or go off the edge of the board are the rules.
Can play up to eight people I wanna say it might be six. This one was fun cause it was honestly the start of my kick of doing everything procedurally and making assetless games.
Question is: How much is this actually useable across browsers/configs. It looks like I cannot really rely on this. What is the best way today to force/handle full-screen mode for widest support?