I wanted to learn WebGL and decided to make a simple game using babylon.JS.
I decided to make a pacman clone instead of something more original because I wanted to learn/practise the different programs/workflow. I was afraid that when I make something more original I would spend more time tweaking the game instead of the programming. I did stay reasonable close to my original goal, only things I added during the development was the camera chase mode and the multiplayer mode.
Programs mostly used where 3dMax, substance painter and visual studio code.
Yes thanks, the engine.setHardwareScalingLevel(0.5) works perfectly.
I did see SceneOptimizer in babylon which I have to figure out first before update. Game is already a bit heavy to run on a medium phone.
The tiles are simple rotated
var newClone = originalMesh.createInstance(prefix + x + “x” + y);
newClone.position.x = x;
newClone.position.z = y;
newClone.rotate(new BABYLON.Vector3(0, 1, 0), rot / 180 * Math.PI);
I will make a simple playground example from it with the resources I use. Not sure if its a mesh problem, texture problem or a setting in babylon. I will post this on a later date in the questions section.
Yes, this also improves the image quality. Maybe less performance impact then setHardwareScalingLevel. I will have to test.
A) wall 1 is the straight wall (the one in the top image where i point with the blue arrows at the problem)
B) checker pattern to see what part goes where
C) the normal map with chekker pattern
D) the texture part which is the top flat part of the wall
F) same part 180 degrees rotated
G) both without the checker pattern
Where I can see an edge in the game between parts F and D I don’t see this in the normal map
I will change it that when you play single player you can use wasd and/or the arrow keys (hopefully in the weekend)