@Cardioth the bug with doubled speed should be fixed now. Could you give it a new try ?
(I erased you last entry from database so that you can have a chance to score again )
By the way guys, nice update : ability to compete against ghosts !
I record the positions and rotation within the physics loop. @Joe_Kerr , @Mr_Anderson , we was speaking about this : please have a try
Please note that the ghost is sent to the server only when you beat your previous score.
Now, I’m curious to see what it will look like in VR… Stay tuned for more
Ok, first things first: Go France
Next, I quickly wanted to give it a try while working on my own project with about 20 tabs opened in Chrome on my old testing rig (gpu amd 5570 1gb from 2013!… no need to comment ).
Though, with I believe a ‘reasonable’ 25fps (for this config and context) I am pretty much unable to control the thingy. I will test later on my gaming rig (that’s not laughable such as the french sector of industry is (sry: swiss joke here )… however, there might be a little something to be improved here around physics (and physX with framerate). Just saying…
Else, GJ (and welcome to our forum). Meanwhile, have a great day
Ahh, there is a checkbox! lol, was about to complain about the missing ghost
Btw. just noticed an error in the console. Did not seem to interfere with the game though.
sound.ts:485 Uncaught TypeError: this._readyToPlayCallback is not a function
at e._audioBufferLoaded (sound.ts:485:18)
at AudioContext.<anonymous> (sound.ts:496:22)
e._audioBufferLoaded @ sound.ts:485
(anonymous) @ sound.ts:496
Same for me. Like you said, who knows… That’s a good question. At first I thought it was obvisouly not a problem since IP adress is public and is provided by default each time you access internet…
But after reading some stuff on internet I’m not so sure anymore. Maybe just to make sure I should add a banner to be accepted, like for cookies…
Yes for sure it motivates a lot people to honor their country by scoring as best as possible ^^
Multiple Scene : Switch is instant after loading is done
1 music per Map, with a custom fading function to smooth sound transitions
LeaderBoard + Ghosts saved per Map
In fact the biggest part of the update is invisible, but still I wanna speak about that
The server is hosted on AWS using NodeJS, with a DynamoDB database
Maps & Assets are now dynamically hosted internaly from a private S3 Bucket
For creating a new map, I have done a Blender Python Script, which is 100% automatic.
It means that the script is :
Creating a new scene if doesn’t exists, based on Blender File Name
Exporting assets to .GLB, making a difference between collider, etc (based on a naming convention of the objects in the Blender Scene)
Exporting the Environnement Texture automatically
Some specific details are stored in a .JSON file which is sent along with assets
Sending any new update using Python HTTPS POST requests to the server
So basically now if I want to edit a map, I open the Blend file, I do an edit, I hit the button script. 1 second ! And if I rename the file and hit the button, BOOM, new map online
a little bug report: disposing the scene in the console the sound and keypress still works.
maybe i’m too old for the fast camera movements. i get dizzy when the sky turns so quickly.
Couldn’t you make the hover move in the direction of the current mouse position and why can’t you glide over land, perhaps with more friction, i.e. slowing down? a bit of hovering and jumping over obstacles would also be great!
Disposing the scene in the console ? Ahah but why would you ever do that ?
FYI, keypress + physics are not related to the scene. Also, there are multiple scenes, and the first one to be loaded which is the lobby, carries the Sound for the rest of the game
Yes totaly agree, I have this in mind for future released
Ahah. That was the little easter egg I was waiting for the community to spot
I must admit that the controls are hard to pick up but once you get it, it’s super fun! It reminds me of the car drifting physics in Diddy Kong Racing.