Threejs Cannon Virtual Experience Engine

Exhibition hall is added on the island for welcoming new comers.

The exhibition hall has three levels

Advertisement billboards will be updated consistently

Visit The Island

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Updated to threejs r160 and the shadow turns extremely dark even when no post processings. What needs to be done to fixed the very darks shadows?

The envMap was disabled, now its fixed. The new threejs r160 update rendering are accurate and event faster.

Also the threejs r169 seem to be more memory efficient, I have no issues loading heavier models, allowing more gltf assets to be loaded in the scene.

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Virtual Politicians is Here

Politics will no longer be fought on TV but on virtual places that are hosted by threejs verse. Welcome to the future of mankind.

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Threejs r164 update, there are no crashes even when driving through bridge fast and then back to load and unload games assets on the opposite sides of the island.

Browser crashing has completely disappeared, no more out of memory errors

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I updated to threejs r166 and I am getting this error from the water.js

Any one knows why this is happening?

Can you find the threejs example that shows Water.js and verify that the error occur there?

https://threejs.org/examples/webgl_water.html

https://threejs.org/examples/?q=water#webgl_shaders_ocean

I updated from webgl to webgpu, all are working perfect just few tweak, but the video texture I can’t get to make the flipY or flipX to work, all the videos are upside down.

But on mobile its upright

Noticeable improvements: the webgpu works faster on mobile and lower specification devices.

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The threejs water error was an outdated CSM Shader, the threejs r167 update is noticeable high quality and fast rendering.

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It’s been long time since the last update, here is the r172 update, I have not check much of the game play but I will introduce real money in these version using the ECash repo to facilitate in game ecommerce, the new map has been stagnated but it will finish someday.

Screen shot #1

Screen shot #2

To talk to avatar in the map, get near the avatar and chat

Enjoy!

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Demo

Resources:
City Assets

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That don’t look threejs, it’s probably animated or AI generated

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Demo

Updated Threejs to r178 and the new release handles massive assets better. I drive around to get bugs to occur and found none.

I will use a much larger and more massive assets next to test the limit of threejs memory efficiency and rendering speed.

The cannonjs works very well in processing massive in quantities than any physics I have tried.

I will fix the camera shake and stability, the wobble noise doesn’t work very well and its ruining the driving experience.

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the actual game don’t look like the image above, it look very poor?

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I added character selection for players to select avatar.

I am having trouble saving the character settings, after selecting the character clothing, when I proceed to play it still used the default settings, should i use local storage to transfer the data because the message post don’t seem to transfer data when live, in the local 127.0.0.1:5500 it works but on live it doesn’t.

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got a link :slight_smile: ?

I have used the local storage to save data from the character customization to the game. Is there a better way to improve this sample character customization?

Here is the link #TheNeoVerse

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Introducing economy into three.js + cannon.js virtual experience engine to add player activities while exploring and touring around.

I integrated electronic cash designed to facilitate asset trades and exchange, let me know what could be done better to improve this project.

The electronic cash is an open source repository to create virtual money and to store and transfer money, any developer can use the electronic cash modules to integrate electronic cash with your three.js projects.

Is there a way to rotate the cubic map texture?

Live Demo

When its not squared the the image gets distorted.

Github Source

Hmm, before going any further, here are some ideas to keep in mind:

  • As I told you the first time I suggested this technique (exactly three years ago, in this same thread), it only applies to cube-shaped rooms. If the room is much longer than it is wide, you will need to change the original code or use a different approach (which exists), since stretching the proportions of the room and expecting it to still look good is too naive.
  • Regarding whether your textures appear inverted, you should ask that question on that library’s GitHub, as I also suggested at the time. I suggested the library link myself, I don’t understand why you’re repeating it to me, especially with the words “Github Source.”
  • You have placed your project in the Showcase category, and it is literally not possible to make any kind of constructive comment on the code if you share a demo with obfuscated and minimized files. The link you shared two years ago depicts a functioning implementation with textures not inverted. What you have changed overtime? No clue.

While we’re on the subject, I should mention that it’s very annoying to see—in this and other forum threads—links that you share to your empty GitHub repositories, with “readme” files that redirect to marketplaces where the assets are being sold. If you want to be treated as a serious participant in this community, I suggest you stop doing that, or at least use other marketing channels for your products.

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I remember I didn’t have the patience to fully review it and just implemented the changes without really understanding what was wrong.

I eventually fixed the issues by enabling FlipY, which corrected the texture orientation. The distortion, however, was caused by the plane’s scale. When I scaled the plane mesh to match the window, its scale was set to 10, 3, 0. Changing it to 1, 1, 1 resolved the problem.

Looking good! The stretching was actually caused by the wrong scale, the scale needs to be uniform 1 is to 1, also add color space to make the interior parallax highlight, it looked dark.

Thanks for the reminder @Antonio I finally did it after three years :wink: