Happy to share that I’ve shipped my first game (that goes beyond the gamejam level). It’s published and playable on VIVERSE.
Written in Vanilla three.js and has some cool tech that I’m proud of 
- fully custom spherical harmonics prt lighting. Giving a baked diffuse look while still allowing for dynamic objects
- Runs completely inside a WebWorker (rendering & simulation) using OffscreenCanvas
- Supports all input types: desktop, mobile, gamepad (non-trivial if your app runs in a worker!)
- No Postprocessing! No bloom - everything you see is faked via mesh based shaders for performance reasons
https://vxtwitter.com/BrianBreiholz/status/1951316408027279620
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This game is such a fun experience! I really love the smooth player controller and as someone who rarely game, the double jump reminds me of sonic! I like how the floor turns to wireframe meshes when viewing from below. Excellent sound design and the various challenges kept the game interesting 
It could be down to personal preferences, but I feel like the world colours feel a bit hard and dark in contrast with the soft fluffy sky clouds?
It’s my first time hearing about spherical harmonics prt lighting and making bloom with mesh based shaders, do you have a reading suggestions in these aspect? Would love to learn how to create them too 
Thank you very much! Regarding fake bloom I’m doing two things.
- Fake emissive material with a transparent mesh (e.g. over the coins or diamonds)
- Add custom fog whose color and intensity is controlled by the View direction. This gives a nice sense of “looking at the sun” and atmospheric scattering
Spherical harmonics for lighting is quite a deep topic. This Blog is quite technical but it has lots of links in it and can act as a research starting point.
(Three has some basic examples on spherical harmonics too)
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