There should be an update on the Cannon trimesh to allow other mesh to collide, the polyhedron is too expensive to process, the trimesh is fast, can anyone make the cannon trimesh work with other meshes?
I like the colors because it is simple and makes me comfortable
I don’t get it. How do I get the helicopter to move forward faster?
Good demo, anyway. You could add different types of planes and even ships and boats!
And then the helicopter just speeds forward
The Sketchbook demo has instructions when you first load it up.
The helicopter uses the same controls as Grand Theft Auto.
This other helicopter example also uses the same controls as Grand Theft Auto.
Practice on this, or Grand Theft Auto, and then try the Sketchbook helicopter again.
thanks a lot
What about the airplane?
what about it?
Like the controls are a bit too sensitive, I always go a bit more than I want to, plus I keep crashing the plane.
Sketchbook is licensed MIT. Just like Threejs.
This means that there is no guarantees or warranties that it will be exactly the way you want it to be.
But you can fork it, and put in your own effort, if you want to make it better.
There’s a glitch. If you turn your airplane over like this:
Then, get out of the plane using F. You will “eject” yourself out of the world (nearly).
The part that I circled that is popping out of the ground is the head of the player.
Sometimes, it even gets you completely out of the world.
Hello @Umbawa_Sarosong
Could you share the live link for the multiplayer application you mentioned?
I tried to find it but could not do.
Hi @Man sorry for the late reply, I have been busy, here are some of the multiplayer links
You explore solutions → virtual experience → select any games
To get the source just use chrome resource saver or ctrl+s to download the source code
Enjoy!
Yes, I believe that swifterick has moved on to other projects, which is too bad because I enjoyed playing with this demo. He has a YouTube channel where he has posted from time to time.
So, as indicated, it is probably up to the user community to make any fixes, changes, improvements, updates, etc., to this program.
Is there anyone who tried to create the multiplayer version of this playground?
I decided to rewrite a game that we had been developing for a long time using Three.js and cannon-es due to the performance limitations of cannon-es. Cannon-es was particularly inadequate for maps with a large number of objects, and my computer struggled to load these maps. Rapier3D, however, meets my performance needs and smoothly handles more complex maps.
However, I encountered a challenge with the multiplayer aspect of the game. I have yet to figure out how to synchronize the physics across all clients without setting up a backend physics simulation. I am open to any theoretical knowledge or suggestions on how to achieve this synchronization effectively. If anyone has experience or ideas, I would really appreciate your input!
I would like to express my gratitude to Swifterik for sharing this publicly, as it has greatly supported my development journey.
you must create a class library of the rapier so you can create new physics on every single clients with the use of worker. This is how to handle massive environment and elements all moving at once.
Thank you for your suggestion, @Umbawa_Sarosong. I’ve already created a class library for managing the physics calculations across all clients. Additionally, I’ve integrated a headless mode into the game to run on the server side for enhanced accuracy. Initially, I hadn’t implemented this, and was only managing position, rotation, and actions through sockets, which then distributed these to all clients. However, this approach led to discrepancies and clients experiencing different positions for players. I now believe that starting the game on the server and distributing it to clients seems to be a more effective solution for maintaining synchronization across all user interactions.
Its difficult to get an accurate positions orientation, animation physics states of your elements across all users these requires a super fast internet and server, unlike counter strike that runs on LAN this can be true, but for online games to be full accurate is impossible, this is noticeable on online games such as PUBG and other online shooting games. my approach is just to send the position and orientation and the remote characters navigate by it self to that position to allow a thousand users to rally on their respective positions.