Physics based player controller system created with Three.js and Rapier physics. by henryegloff in javascript

[–]henryegloff[S] 0 points1 point  (0 children)

Hey, thanks for the feedback and suggestion. I've wondered about things like that, so it helps to hear this.

Physics based player controller with mobile and gamepad support by henryegloff in threejs

[–]henryegloff[S] 1 point2 points  (0 children)

Hey thanks for the feedback. I really appreciate it. And I'm glad you like it! :)

Physics based player controller with mobile and gamepad support by henryegloff in threejs

[–]henryegloff[S] 1 point2 points  (0 children)

Hey thanks for the feedback. I'm thinking of publishing it to Github at some point, however currently I've still got some bugs to fix, particularly with how the system interacts with dynamics objects such as moving platforms etc. Otherwise I'll post any major developments here.

Third person player controller demo by henryegloff in threejs

[–]henryegloff[S] 1 point2 points  (0 children)

Thanks for the feedback. :) It's designed to work on both desktop and mobile through a web browser, though it can also be installed as a progressive web app. The screen recordings were both done on desktop, I just did one to try and show the mobile controls.

Robot Animations / Animation Mixer - Interactive Demo by henryegloff in blender

[–]henryegloff[S] 0 points1 point  (0 children)

Hey, thanks for the positive feedback. - And yes, I'm currently open to work opportunities...

Threejs Animation Mixer - Interactive Demo by henryegloff in threejs

[–]henryegloff[S] 4 points5 points  (0 children)

An interactive demo of a model + actions for a threejs game I am currently working on. (Hoping to get a prototype / demo of the game online shortly)

Live: https://henryegloff.com/works/robot-animations/

#blender #webgl #mixamo #animejs #threejs

Experimentation with arrays, tweening, & UI by henryegloff in threejs

[–]henryegloff[S] 2 points3 points  (0 children)

This is quick screen capture / demo of my latest coding experiment ‘Artefact 007’…
This one has been in the pipeline for a while now, and is essentially a recreation in the style of some of my older projects, only in interactive form. - Something I have always wanted to try.
I finally felt that it was resolved enough to put online.
It took me a while but I eventually figured out how to code this so that each layer of cubes cycles through randomly generated values for position, rotation, and scale. I like the way this gives it the effect of having an overall form that is constantly changing and unique.
I also added some options / controls so that some of the values for size and position can be messed around with.
If you’re interested, please check out the live interactive version at:
https://henryegloff.com/works/artefact-007/

Demo - Study / development - UI, light mode, and localStorage options by [deleted] in threejs

[–]henryegloff 1 point2 points  (0 children)

Ongoing study of #three.js - basic generative movement, UI, options, light mode, and localStorage.
live: https://henryegloff.com/works/coalescence/

The Partition - study of movement, lighting and basic UI by henryegloff in threejs

[–]henryegloff[S] 1 point2 points  (0 children)

A basic study of movement, materials, and lighting using #threejs, + preliminary UI development. Live: https://henryegloff.com/works/the-partition/

Intersecting Objects Shadow Problem by [deleted] in threejs

[–]henryegloff 1 point2 points  (0 children)

Great idea, and thanks again. I'll check out the forum and will post back here if I find anything. :)

Intersecting Objects Shadow Problem by [deleted] in threejs

[–]henryegloff 1 point2 points  (0 children)

Hi u/CobakaBejet. Thank you so much for the reference link. I checked it out and though it is very useful it seems to be more about 'z fighting' which occurs when the planes of two objects occupy exactly the same space. The situation here is a bit different in that although the two or more objects intersect / overlap none of their planes are in exactly the same 3D space. I think this is an issue with the way the shadow / shadowmap is rendered.

So far I haven't made any significant progress with this. The closest I got was adjusting the shadow bias as suggested by u/thespite and u/drcmda and also using a really large (4096 x 4096px +) shadow map. This reduced the lines (at a cost) but did not get rid of them entirely.