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Firefly, was watching the stream and obviously you're being super lowkey on the details of the changes you're making, but you did mention something like a new client and an engine overhaul. I wanted to throw out the web api WebXR as an idea. Building with web technology opens a lot of doors for who can play the game, and solves a lot of problems with platform incompatibilities. WebXR in particular, would open the door for using VR equipment to play AD. Just a thought. I have more I'll post on separate topics related to game content with the [idea] or similar if others start something that catches on.
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I read up on WebXR; sounds like a decent cross-platform abstraction for VR. It's one step too far I think; I'd rather shoot for WebGL first, and later bolt on WebXR, instead of tying the two together. My assessment of "the market" is that VR is still relatively niche, while WebGL is commonplace these days. The Angeldust engine also doesn't support camera roll (yet). I am ashamed! This is why Alexi's doomsday video was impressive: it simulated camera roll for great cinematic effect.
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I've renamed this forum topic from 'Engine Overhaul [idea]' to make it more suitable for ongoing discussion on the new online WebGL version. @Angelio: does it crash even when staying at your house? Did you change any options like increasing view distance? Does the game function regularly before it decides to crash? Do you know how to open the web developer (JavaScript) console—do you see any errors there?
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@Angelio: thanks for testing! The WebGL version is conservative on resource use and crashes at higher view distances because it runs out of allotted memory, which is currently set _very_ low. My first goal is to make sure that even low end devices can play this. I'll add some guard rails for this.
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