in the right bottom corner you will find the switch camera icon, click it to switch views until u get the orbit camera, then u can look around, click on the floor to mark your destination, then click the marker to walk, or use keyboard, if u are using mobile or tablet u can touch and hold screen and swipe to move.
Make sure you check the “Include all assets by XHR requests (require page reload).” checkbox. Do not check “Beautify” checkbox, this will alter the html and css.
Noticible improvements with threejs r156 the camera seems smooth and fast responsive, now r158 the CSM shadows is more pronounced and faster that previous.
Updated #Threeverse engine to the new Threejs r160, the renderings is even faster, even smoother on low spec mobiles. The color is amazingly accurate and the rendering vray settings is extremely crisp, better than 3ds Max and rendering real-time on browser, while 3ds max is rendering frames on GPU and takes hours to accomplish 1 frame.
Updated threejs r172, I haven’t tested this since r164, I don’t know if my pc is too fast or the update had made the game play even smoother, no errors so far.
#Threeverse new version is simplified to meet low specification devices requirement, allowing for old and slow device to open the #Threeverse contents.
This version is overhaul version of the 2017 version of threeverse, animation sounds and car engine sounds are removed (to be an option for the content developments as part of the content instead of being part of the threeverse core).
New Threeverse version WebGPU, ThreeJS Trigger Rallay updated to this project. The engine sound controls from Trigger Rally is still being updated and calibrated so it’s a buggy, slow and clunky. Its best to use mobile browser instead to use the touch controls instead of the Trigger Rally keyboard controls.
Get close to the vehicle and Enter to enter the vehicle or ESC to exit the vehicle.
Reversed loading then unloading methods, instead unload assets first then load, this also create noticeable flickering during trasition.
Observing behavior how it will react and follow the player around.
Changed tri-mesh terrain to polyhedron shapes for better collision and performance. The terrain clipping disappears instantly, driving feel smoother and faster.
Damn! This is super cool. Its a whole universe of worlds that can be created – exactly what I have been trying to attempt. You mentioned "occupying a physical space (the idea is to keep the players within the threeverse without having to leave the simulation to prevent experience interruption) " I had created this npm package to solve a similar issue Outrealm. It transitions the player to a different source (same or different web domain) while sharing the player state. Maybe this might help you.
As a feedback: I had some issues with the player controls especially in closed spaces like the camera being bumping into walls. Easy fix I suppose.
This is great. Since we’re working on similar things, would love to stay connected with you. Let’s build something together!