Treha.online : Hero's Journey

Hi yah.

I’m gonna post some progress pics of the game I’m building if yah don’t mind.

https://Treha.online

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Start with some memories



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Where we’re at

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Like - Hero’s Journey on .io. : )

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Huge!! Congrats

Thanks :wink: It will be a game, by god.

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Ganked the snow from Cool hidden examples

hit 0/9 to open/close bjs scene explorer

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Fantastic… : )

holy cow what an experience

i don’t really understand what’s going on in the game or how to control it properly

but i was as amused trying as i was confused, hahah, cheers friend!

:wave: Chase

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Thanks mate ;p

I’m finishing up some stuff on another project (GetFire.net), but I am just about to dial in the collision so it will make much more sense. I’m also planning how I want to tether the scene to the origin (0,0,0) so that the world can be endless - right now if I wander out passed 2-3 thousand units from the origin I start losing precision - models get the jitters etc. not to mention initial loading takes forever at the moment - it can actually load very very fast when set up right.

@withADoveInOneHand

if I wander out passed 2-3 thousand units from the origin I start losing precision - models get the jitters etc

that’s very interesting, i wonder why that would be the case

i wouldn’t expect javascript numbers to lose precision as they get larger, i wonder why you see those kinds of effects

i would rather expect jittering to appear when the environment’s scale is too small

:wave: cheers

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Just the nature of floating-point fixed byte-size numbers/calculations I guess (compounded by the exponential nature of 3d).

When I was tuning the movement (impulse/friction) I had the character moving at some obscene velocities. As it would get faster and further, it would start to become shaky and unstable then eventually tear itself apart completely, pretty awesome to watch tbh.

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Working on mobile movement and cam behavior, then i will turn mulitplayer back on.
I’m hitting 14 fps lows atm with tons of room for optimization (still need npcs and sound)

Got everything in the scene tied to the origin now so the world is (pending loading and storage) essentially limitless.


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