You could optimize your three.js by compiling all the js into webasm, i had similar issue with the wrist tracking using mediapipe, i fix the performance issue by compiling the js files into web assembly.
People don’t really want to download your files individually to look at them. Just put your project in a github repo, and share that link. If you don’t know what that is.. learn it… and get github desktop and “git bash”.
Just looking at the sizes of your code files, i can’t imagine it’s that complicated.
If there are load time issues, it’s more likely due to the size of models/textures you’re using. These have to be downloaded by the client and will usually far exceed the size of the code files themselves.
For a toy project, try to keep the total asset download to ~5megs. That way people on mobile won’t cry.
Haha totally yes. first page can always just be one
Click to start!
You need that to be able to fire up the audio manager anyway, and for some other apis too…
It also gives you an opportunity to grab pointerlock, and implement your own mouse behavior, show a little charge up animation, and fire off your loading.
Might look tacky on a business app tho idk..