Hello, forum!
I happy to say that underwater museum “And we were…” built on BabylonJS won 2 awards on AWWWARDS!
We won Honorable mention and Product Honors!
Thanks to everybody who helped and believed in project. Especially @Blax @Krilabdon
Hello, forum!
I happy to say that underwater museum “And we were…” built on BabylonJS won 2 awards on AWWWARDS!
We won Honorable mention and Product Honors!
Thanks to everybody who helped and believed in project. Especially @Blax @Krilabdon
Congrats! Well deserved.
Congratulations! Super well deserved ![]()
So cool to see !!!
Nice, congrats!!!
The project was really cool so well deserved!
Congratulations!
It is always a pleasure to see a project done with such amount of attention.
It looks really cool specially in immersive mode. The model it selfl must have taken a lot of time to optimize for web browsers & collision physics.
I have a similar experimetn of an aquarium. Can you share how you created the flocks of fish? I am trying to create boids of fish, but I am having difficulty mapping animated fish glb to sps:
Great job, Simon. ![]()
I didn’t use SPS for the fish. I used a model made of a few fish and then duplicated it with thin instances. The motion is made by combining rotation around a point with additional noise, plus world-space noise by Y - everything in the shader. As a result, I got fairly realistic fish movement at a low cost.
Regarding optimization, there are a lot of illusion-like techniques, tricks, etc. For example, the scene doesn’t have even one light source or IBL. There are also a few solutions for thin instance optimization and collisions.
I’m writing an article for Medium about the creation process, etc., but I don’t have time at the moment, so I have no idea when it will be ready for publishing. But I’ll publish it on forum anyway so if you are checking forum you will not miss it
Thank you all guys! ![]()