Improved portal shader, and mobile tests.
I got the portal shader from Shader - Shadertoy BETA and reworked to fit my project, thanks to the user Chaser_Code on three.js forum that helped me with some problems I was having with the shader. Here is a link for the portal shader: https://codepen.io/rafadante/pen/ZEVoXWj
For the mobile controls, I copied the button layout from the gamecube controller, this example helped me with the joystick movement: https://codepen.io/ogames/pen/rNmYpdo
I was able to test the mobile version on 2 devices, on the video, the capture is from a samsumg galaxy s20 where I was able to get good performance with 1 recursive level portals, I was also able to test on an iphone 8 where I get good performance without portals but when placing portals the fps started to drop a lot, a solution I will implement for devices that can not keep 60 fps is a 30 fps option.
video showing the game running on an iphone 8: https://x.com/rafa14091996/status/1707518202551427506?s=20
experiment with gyro for the camera rotation: https://x.com/rafa14091996/status/1707519253484539950?s=20
I’ve been following this on twitter, it’s amazing to see your progress. Great stuff!
I started to work on the laser emitters, but there is still some work to do to make the laser interact with multiple cubes and make the bloom on the laser more visually appealing.
Experimenting with adding the ability to recall objects in time, just like in Zelda TOTK, I think that could lead to interesting puzzles with portals.
Ending this year finally being able to create and test levels with my threejs portal project.
Threejs Portal Project early gameplay.
I tried to replicate some of the tutorial levels from Portal 2, I managed to pack 6 puzzle rooms in one big chamber without loads.
This is really amazing. The level editor seem very smooth and intuitive! Well done.
This is awesome stuff dude! Very well done
Repulsion and Propulsion gels.
This has to be one of the most impressive things I’ve seen built in a long time. Keep it up!
Speedy thing goes in, speedy thing comes out.
It’s beautiful to see the visuals come together, some great shader work on the liquids / the cylindrical force field kind of thing.
Thanks; I used the ocean example for the liquids. I will still work on the excursion funnel shader to be more in line with the game.
where is the link
I am still working on it.