![]() At one point there was an issue where the player could hit objects that were off camera when strafing. Note that you may need to manually tweak collision distances and hitbox locations to give a more playable feel. However this method can be expensive and must be performed for every pair of objects that may collide. In many cases you can simplify collision detection by assuming each object is a sphere and simply measuring the distance between objects. You can do accurate per-face collision detection in Three.js using Raycasters. Lee Stemkoski has a good example here. We then recalculate the terrain heights by incrementing the Perlin noise position to be equal to the STRIP_WIDTH.Ī video posted by Felix Turner on at 2:45pm PST If it has, we reset the floor back up the track by the STRIP_WIDTH. We check if the floor has moved behind the camera beyond a predefined STRIP_WIDTH amount.Each frame we move the entire floor toward the camera by a small amount based on the speed of the player.To give the appearance of a seamlessly moving track we use the following technique: This gives a random but smoothly changing set of bumps. We use Perlin noise to generate the height of the terrain (e.g. The snowy floor of the track is a flat plane mesh. trees) by resetting their position when they go behind the camera. On every frame, we check if the object is behind camera. If so, we reset its position to be further down the track. We use a THREE.Fog to obscure the trees as they pop in. Here is a good article on using JS object pools. This avoids memory thrashing which causes the browser to choke. After object creation on initialization, no new objects should be created during the run of the game. This is probably the most important rule for performant web experiences. For this demo, switching Lambert materials to Phong drops the FPS from 60 to 15 on iOS. In my tests Phong proved to be significantly more expensive than Lambert. You can do a lot with basic materials and image textures. The less lights in the scene the better. Three.js materials can be ordered from cheap to expensive like this: Materials: A big part of a 3D engine cost is in calculating lighting for each face in the scene. There are only 10 trees on the track that are re-positioned as the track moves. Geometry: Simplify scene geometry by reducing the number of meshes and the vertex count of each mesh. Remember that ‘low poly’ is cool. In this game the trees are simply 2 cylinders: one for the leaves and one for the trunk. ![]() ![]() To achieve the FPS target I used the following techniques: Simplify the 3D Scene Here is a video of Winter Rush pushing 60FPS on an iPad 4th Gen and a Nexus 4:Ī video posted by Felix Turner on at 9:37pm PST Note that 60FPS is the ideal target, but anything above 30FPS will still look pretty good. Paul Lewis has talked extensively about making websites ‘jank free’ and there are lots of great resources here. Stutter and lag kills the brain’s flow state. For a game it is especially important that motion is smooth and controls are responsive. Computer screens typically refresh at 60Hz, so this is the maximum bound we aim for. The higher the frame rate, the smoother your content will be. ![]() We will be using three.js in the code examples. This post will discuss some techniques to get WebGL content running at 60FPS on mobile. Use arrow keys or tap to move left and right. In order to effectively use the few days I had available, I decided to to create a simple ‘endless runner’ in the style of ‘Flappy Bird’ and ‘Temple Run’. For this experiment my objective was to build a playable game that runs at close to 60FPS on mobile. Since WebGL now runs everywhere* I figured I would try to build a game that runs well on mobile devices. ![]() This site features cutting-edge web experiments by some of the top names in interactive web development. Last year I was invited to contribute to the Christmas Experiments website. ![]()
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