bluewales

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  1. I think I see what you mean. The green trim could be a texture.
  2. @mattstyles Thanks for the feedback. I think you hit on my main frustration in I can't adequately evaluate a technology without being an expert in it. My naive POC doesn't do a good job of demonstrating the library's abilities. Luckily, it looks like there are lots of tricks to learn. Already I found out that three.js lets you merge geometries into a single, larger geometry. Then that geometry only needs a single draw call. By making some obvious merges, I was able to bring the draw calls down from ~2500 to about ~800. That made a noticeable improvement on my frame rate. I think I was wrong in saying the number of triangles was driving my performance, it looks like the number of draw calls was making a bigger impact. With more aggressive merges I should be able to get the draw calls much lower. It also occurs to me that if the camera is in a room with a closed door then I can remove the rest of the ship from the scene entirely. I'm a little overwhelmed with the amount of work it's going to be, but I'm even more relieved that it looks like it's going to be possible. Thanks for the encouragement.
  3. Hi, I'm new to this forum, but I hope you all can help me. I want to make a 3D video game. I want to do it in webGL so it will be easy to share with people. When I message my friends and say "Look at this thing I made!" It's easier to get them to click on a link than to download an executable. That's why I've been reluctant to learn Unity or some other desktop game system, even though I understand they can get better performance. What I'm trying to figure out is: Will webGL work for my idea? I'm having doubts because I put together a little graphics experiment with three.js and I'm not getting good performance at all. The scene I'm rendering is much smaller than I was imagining for my game and the framerate is already tanking. It seems like I'm just drawing too many polygons. I've got about 50K triangles in the scene to get it to look the way I want with all the curved corners and everything. When I query the renderer object, it tells me that about 20K are being rendered at a time. It seems like the automatic frustum culling is already buying me a lot. I want to make big old space ships with long corridors and many rooms to explore. I'm feeling that if half a dozen rooms is taxing the browser like this then I might not be able to do what I want. I could redo this experiment in a few different frameworks and compare the performance and development experience, but I'd like if I could benefit from the expertise of all of you. 😉 So, what do you think? Is this going to be do-able? Am I going to have an easier time with a different framework like babylon.js? Do you think I am wasting my time with html5 and if I want to run around in a giant 3D space ship then I need a conventional game engine? I don't know the rules for links on this forum, so I hope this is OK. Here's the demo I made that I'm talking about: http://safiina.com/dev/