Really got to have fun making a dynamic heightmap using a custom PBR shader (very simple calculation of the terrain height from an HTML canvas). The water level simulation is done javascript side at the moment (has minecraft water logic in it, moving from high to low) and written to a canvas that is use as a dynamic texture for the water heightmap.
All the level layout/design is done in blender and exported as a glTF, we then use the names of objects to assign logic to them when the game loads.
Also use a WebAudio bandpass filter for the underwater effect, which took too long for us to implement haha.
Additional notes: used ammo.js for the physics engine, with custom logic to push objects above the sand as that is a fake floor, the real physics ground is at the bottom, we use a picking ray from the object downwards to get its position in texture coordinates and look up how high it should be on the height map from there.
haha. Really fun. I did not get a penalty for simply razing the house in the 3rd level! or did I, I don’t know, I didn’t check the score? Or is there a score? Anyways, jokes apart… 72 hours you say? I’d love to see the version done in 720…
Lovely (and so true). Just so many cannot jump this fence and move to the next level.
Awesome concept and a learning for us all. Please continue with this