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Hi all, Gosiwon Manager is a first-person 3D game set in a gosiwon, the cheap Korean dorm of tiny rooms where people live while they study for exams. You are the live-in manager. Every morning you put on the rubber gloves hanging on your door, scrub the men's and women's restrooms on each floor, cook the rice, restock the ramen, slice the kimchi, and only then can you sit at your desk and study. Studying is idle: sit down, close the tab, and the next day starts 20 real minutes later, or tap to turn the pages yourself. Finish work faster and you study longer. Miss midnight and you lose 7 points. Reach 80% on day 30 and you pass. English and Korean, PC and phones held sideways. Play (free, no sign-up): oreumgames.com/en/games/gosiwon Tech, since this is a dev forum: Three.js r159 with plain JS files, no engine, no bundler. The building is 2F to 5F, every texture is drawn on a canvas at load (wallpaper, 20 cm tiles, vinyl floor), and walls and furniture are merged into one mesh per material, so a frame is under 93 draw calls and under 18k triangles. Three point lights follow you by jumping to the nearest fluorescent tubes. Grime is a 24x24 alpha map per stain, and scrubbing erases it by the distance your pointer actually travels, so holding still does nothing. The hands are 2D photos layered over the 3D view, pivoted from a shoulder that sits off screen, and for a far stain the camera zooms in via setViewOffset instead of stretching the arm. The study book is the full Constitution of Korea rendered to 512x732 canvases, 33 lines a page, with only 8 pages kept in memory. The idle timer is a timestamp in localStorage, so the 20 minutes keep running with the tab closed. Sound is 21 Pixabay recordings embedded as base64 plus synthesized effects, which we rebuilt from square to sine and triangle waves with a 3.2 kHz cut after the first version was too harsh. Mobile was the fight. Controls on the phone changed more than fifteen times in one day: a floating stick that ran away from the thumb, a stick that turned the body instead of strafing, and one phone that reported clientX and clientY as 0,0 for every touch unless screen recording was on. We ended on a fixed pad on the left, drag to look, and rub the stain directly with a finger. Made by a very small indie team in Korea. One thing I would like to hear: does the scrubbing feel right with a mouse, and does the 20-minute idle study read as a feature or as a wait? Thanks for playing!
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Hi all, I'm a solo dev and I made Efectazo, a free free-kick football game that runs in the browser (HTML5): https://efectazo.pages.dev Tech bits: - three.js r160, MeshStandardMaterial/PBR, ACES tone mapping - Night stadium lit by shadow-mapped floodlights - Procedural grass shader (stripes + noise) instead of textures - Ball flight integrates gravity, drag and a Magnus force (k·ω×v) each step, so the swipe's sideways component becomes curl - Keeper AI that reads the shot and dives, plus a defensive wall - Slow-mo replay of goals, works on phones and desktop Game side: 40 levels, a daily challenge, arcade and cups, English/Spanish. It's free (optional one-time Pro). Would love feedback on performance on your device and on how the curl feels. Happy to share how any part is done.
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Hi all, Lasso Sister is a third-person 3D western. You are a bounty hunter with a rope and no gun. Pick one of thirteen wanted posters, ride out to the hideout, chase the outlaw down, hold Space to spin the lasso and release to throw it up to 30 metres. Caught outlaws are dragged behind your horse, three in a line, to the jail. Drag one more than 80 metres and the rope slips, and you have to chase on foot by mashing Space and win a fistfight. After the thirteenth there is an ending, a jailbreak, and all thirteen again with doubled bounties. English and Korean, PC and landscape phones. Play (free, no sign-up): oreumgames.com/en/games/lasso Tech, since this is a dev forum: Three.js with plain JS files on top, no engine. All fourteen people are GLB models from an AI mesh generator, and only four came with a skeleton. The rest, including the hero, were rigged in Blender from a script: move the joints of an existing Mixamo-style skeleton into the new body, auto-weight a voxel-remeshed proxy, and transfer the weights to the original mesh, so the clips we already had retarget onto all of them. None of them had finger bones, so a fist is a morph target baked into each GLB, 10 to 40 KB each, switched on during fights. Quantizing vertex attributes took the twelve outlaw models from 15 MB to 9.9 MB without changing the look. The pony has 13 bones and its walk and gallop are driven in code rather than from clips. The catch moment is where most of the feel went. When the loop lands the game runs at 0.15x for half a second while the camera keeps real time, the FOV pulls from 50 to about 44, the screen edges flash, and the loop climbs from the boots to the chest over 0.26 s before the rope goes taut. The sounds are Pixabay recordings, a whip crack and a rope tightening, embedded as base64 so the game still opens from a double-clicked HTML file. Fleeing outlaws steer by probing 16 directions up to 16 m every 0.25 s in 1.5 m steps and scoring open distance; coarser steps let them skip a thin fence, which is how the boss ended up running into a wall. Mesa collision was ovals at first and the outlaws disappeared into the cliffs, so now each mesa's boundary is sampled from the mesh at 34 angles where the surface rises more than 0.6 m. The performance lesson was about first draws. Before release the frame-time log showed three hitches over 0.1 s: the town's first draw right after start, the destination arrow's first draw after picking a poster (up to 1 s), and the first appearance of each outlaw model (0.56 s). All three were materials and geometry being uploaded on first use, so now the loader draws them once off-screen before the title appears. After that the play, ending and jailbreak logs show zero frames over 0.1 s on an Intel Iris Xe laptop. Made by a very small indie team in Korea. One thing I would like to hear: on your phone, does the throw still feel readable at 30 m, and does the chase stay smooth with three outlaws on the rope? Thanks for playing!
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Game Title: Aqualume: Odyssey of the Reef — Ultra 3D Edition Offer Type: Full IP & Exclusive Source Code Buyout (100% ownership transfer; all code, shaders, procedural textures, and procedural audio are 100% original with zero third-party asset restrictions) Asking Price: $1,200 USD (PayPal supported; open to discussion) Contact Email: mpiyush463@gmail.com (or via Forum Private Message) Live Playable Link: Live hosted build and instant single-file source preview are available immediately upon request. Tech Stack & Architecture: - Clean, self-contained HTML5 / JavaScript built on Three.js (r128 WebGL) - Custom GLSL vertex/fragment shaders (animated cellular water caustics and exponential depth fog) - Procedural 1024x1024 Canvas textures (anatomical scute reliefs and Voronoi reptile scales) - Procedural Web Audio API sound synthesizer (marimba pearl chimes, doppler near-miss whooshes, Hydro-Dash vortex surges) - Tailwind CSS UI - GameMonetize SDK integration Core Gameplay & Features: - 4 selectable anatomical 3D sea turtle species (Green Turtle, Hawksbill, Loggerhead, Bioluminescent Leatherback) with articulated figure-8 hydrofoil flipper kinematics and interactive 360° 3D model inspection on the main menu. - 4 dynamic ocean biomes (Sunlit Coral Gardens, Bioluminescent Twilight, Golden Kelp & Vent Sanctuary, Sapphire Abyssal Trench). - Complete arcade loop: Nacreous pearls & golden clam shells, near-miss combo multiplier system, Hydro-Dash vortex ability to shatter naval mines, 3 power-ups (Tidal Magnet, Aegis Shell Shield, Jetstream Surge), 3 camera perspectives (Chase, Action, Scenic), full desktop (WASD/Arrows/Mouse) & mobile touch controls, and localStorage persistence for high scores and pearl bank.
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Hi, I'm Banju from Seoul. I play piano and make videos, and I can't really code. I built this with a lot of help from AI (Claude Code and a few other models), so most of the code is AI-written and I steered it. I work alone most of the time and it got lonely, so I wanted a place I could just leave open in a browser tab and feel other people around. What it is: A small top-down 3D world in the browser, no install, works on PC and phone. You can enter as a guest or with Google. There's an office, a pub with a stage and a grand piano, and a nature zone. Voice only reaches people in the same zone, and text chat gets auto-translated, so people write in their own language. You can sit at a desk and press Focus, then go back to your actual work. There's also a character creator and some silly physics (you can pick things up and throw them). Tech side, in case it's interesting here: TypeScript and Three.js, no game engine. The server runs the world and the browser only sends intents. I described real places I'd been to (lighting, spacing) and kept adjusting with the AI until it felt right. If I'm in there, I'll play you piano. https://nojo.club/main English isn't my first language, so AI helped with the wording too. Feedback on the first few minutes is very welcome.
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Hello friends, I am developing a simple browser game called Next.Land. I would like to ask for some feedback here. I’m looking for inspiration and new ideas. There is a playable demo available so you can try the game right now (very limited gameplay). Links: Project website: http://next.land Playable demo: http://demo.next.land Some in-game videos: YouTube channel Basic features: Property tycoon. Free to play. Browser game. MMO. Simple and casual. Business simulation game. Real world elements and 3D terrain. Description: Next.Land is a property tycoon browser game. It is based on Three.js (WebGL javascript framework), OpenStreetMap - OSM (map data for real world elements like buildings, roads, forests, ...) and SRTM (elevation data for a real 3D terrain). The gameplay is simple and easy. Buy and sell properties, manage your finances and grow your empire. Play in the actual world locations with an accurate 3D terrain. I think this is a very attractive feature. You can play in the area you like the most. Next.Land is quite similar to one older game called MonopolyCityStreets. Of course, I want to keep developing this game after the initial release. I want to provide regular expansions with new game features (microeconimcs, enhanced trading, various in-game events etc). It is too early to be more specific, the game needs to be finished first Feedback: I have created a short priority list of topics that interest me the most. Do you like the game idea? Do you think this game has potential? Do you think that the gameplay might be fun? Do you prefer casual or hardcore gameplay? My intention is to create a casual game. Fun for few minutes a day. I don't like the idea that you will play this game for hours a day. Would you like to see tablet/smartphone versions? It is difficult to create the same design for every device. The game is designed for desktops right now. Smaller devices have lower performance and the gameplay, user interface and graphics need to be reduced. Everything else. Any others ideas are welcome. Other: There is an active crowdfunding campaign for the project right now. I think you should know about this. I don't want to provide the link. It is just my another attempt to get more feedback from people. I am very grateful for any feedback. Thank you very much!
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Hey ppl Before I was developing IconiX browser game, and I'm still am. But to switch a bit and not get bored I'm now also making a bit different game, but still IconiX as parent for code-base, heh. Also multiplayer, but as a TowerDefence where ppl need to defend there 'base' [a Ukrainian city from russian (orc) army]. Not available yet, but video attached: And discord channel for any discussions or questions https://discord.gg/eZyngWMv
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Hi all and good day! 13 days ago started with new project and would like to share some stuff with you It's not completely from scratch, but took some base from my prev game DatTank [https://dattank.io]. How it looked 13 days ago How it looks today [melee attacking sys example] Would like to know if it would be interesting for somebody to read through some details in some articles or thms like this. Uh, and would be awesome to get some feedback Thx for your attention! ps: If you want to get quick updates from me follow on https://twitter.com/iOhmed
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Small walking on 3d maze. Its chapter of adventures small robot in strange world. In this chapter, the robot enters a maze with generating segments. PLAY: http://js.otrisovano.ru/levels/
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Hello, friends. There was such a task. Start up one! a wave over a sphere, which, as it were, looks like a map of the planet, which (map) in turn is generated from planeBufferGeometry and then these geometries are combined using THREE.BufferGeometryUtils.mergeBufferGeometries(geometries, false); Code of vertex shader: vertexShader:` varying vec2 vUv; uniform float time; void main(){ vUv=uv; vec3 newposition = position + position*sin(position.z*12.)*0.03; gl_Position = projectionMatrix * modelViewMatrix * vec4( newposition, 1. ); } `, The question is how to make only this one "wave", i.e. so that sin does not go over the entire sphere, but only in the middle, for example. And further. How can I change the direction of this "wave", now it comes from the Z coordinate of this sphere, I need it to go from the position I have defined (for example, approximate coordinates of London).
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Hello, I'm looking for feedback on my first game/mobile app: Amazeballs! https://play.google.com/store/apps/details?id=nl.eyeseet.maze It is a maze-escape game written in using Matter-js and Three.js and runs as an android app using Cordova. There are currently two modes, a top view mode and a 3D ground mode. As you finish levels you earn coins to buy upgrades (speed, manoeuverability and camera zoom out) which should help you finish larger mazes. I'd love to hear what you think of the game. Any feedback or ideas to improve the game are very welcome! Since I've seen the game grow it is hard for me to look at it with fresh eyes. It is hard to judge whether the game is still fun to play after a few levels, if the money/upgrade system balanced, etc. Also, I'd like to add new game modes, I have some ideas but more ideas are more than welcome. In the current version you start with 5000 coins so you can unlock both game modes right away.
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Hi All! I wanted to share with you my first game as developer and artist. I just published it at https://funkstar.itch.io/escape-from-earth This is a puzzle game where you have to escape from enemies that move faster than you (like the old Theseus and the Minotaur maze type, but with some new flavours) I had fun with character and scenery design, trying to fake a pixel art look (though is rendered 3D) I mixed Three.js with Phaser.io for better UI Have a look at it and let me know what you think. Critics & comments welcome Thanks
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I have tried to implement a simple nipplejs joystick on playcanvas(engine only version) as well as threejs but the joystick isn't showing up even in static mode. I'm sure I'm instantiating it properly as I have tried it on anothe div on the same page and it works, but it doesn't work on the canvas. <canvas id="application"></canvas> <script> //Game code var options = { zone:document.getElementById("application"), color: "white", size: 100, threshold: 0.1, fadeTime: 0, multitouch: false, maxNumberOfNipples: 1, dataOnly: false, position: {bottom: "100px", left: "100px"}, mode: "static", restJoystick: true, restOpacity: 0.5, lockX: false, lockY: false, catchDistance: 200, dynamicPage: true, }; var manager = nipplejs.create(options);
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Hey everyone. I am building a web based 3D interactive showcase of a spacecraft's journey. Most of the users are expected to be accessing it via low to mid range androids, so for performance I've decided upon three.js, rather than babylon.js. Correct me if I'm wrong in this. I've worked as a web developer and dabbled with game development with Phaser and Godot, but haven't built anything with three.js or babylon. So I wanted your advice on best practices and resources; things that my future self would wish I had known before starting. Here's some more information: The showcase will be separated into scenes, which can be navigated via a timeline, which also highlights the current date, if it's in range. In addition to the animated view of spacecraft's trajectory and position, it will have some cinematic scenes of the rocket exiting the atmosphere and a lander landing on the target body as well. I might even consider making the rover user controllable. Here's one inspiration from NatGeo. Any help is appreciated.
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Looking to convert unity 3d game into HTML5 with facebook Instant api integration to release on Facebook Instant and messenger platform. Please contact experts who has relevant experience and a strong portfolio. Email: abhishek.buchvani@hyprgames.com Skype: abishek.17
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Hi everyone ! New small 3d labirynth based on book ‘The Name of the Rose’ Umberto Eco. >>>>>> Start >>>>> ( working on phones ) Github ? Thanks for comments !!!
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Hi, I made a web-app for planning and visualizing time segments. It looks like this in action: napchart gif2.mp4 I do all the calculations in pure Javascript, and had to write a lot of code to code all the shapes make hit detection work for all shapes. I am drawing all elements in HTML5 canvas. I am looking into refactoring the codebase and adding more features. In that case I am wondering if a library rendering to WebGL would help me? Things I want: Easy way to prevent text overlapping Easy way to add small animations and slick effects Smooth animations with more complex and advanced shapes than in the video. The bottleneck is when animating the shape, and then the JS have to calculate all elements every frame, but would WebGL help with that? This is a non-trivial usecase, and I think it may be best to just use pure JS and canvas, but to be honest, I don't really know how WebGL works, and in what way it helps. Any WebGL heads here?
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We are a startup company and we have built a mobile app that hosts instant mini-games. We already have instant mini-games that have been developed by freelancers who we hired thru Upwork. We would like now to explore the option of hiring game studios or development teams to provide us the complete service from graphics design to development. We are looking for game development teams who have expertise in Three.JS because our boilerplate for the instant mini-game is based on three.js framework. The project size of each instant mini-game will be small since we prefer that the mini-games would only be single-page, single level and as simple as possible to ensure the filesize is less than 1MB. We would prefer to finalize the hiring in freelancer websites like Upwork to ensure proper delivery and payment.
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Hello, although I don't have enough spare time to create games at the moment, I'm playing a bit around with code to understand game mechanics. At the moment I'm teaching myself soft body dynamics. I can create an entity consisting just of cordinates (say a sphere) and play around with their shape, wobbling, squishing etc. But I'm at a loss at how to bind a texture to them that actually distorts according to the coord changes; preferrably in a way performant enough to use it in a game, and most preferrably done in Pixijs. Maybe I'll have to cut the texture into a mesh, bind UV coordinates to them and then use something like three.js to render it? I see that e.g. Dragonbone has some way to add meshes to characters - plus it can be used from pixi. Will it distort textures properly when I modify mesh coordinates, or is this information only used when exporting animations? What other approaches can you think of?
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AI City Planner http://aicity.mtmckenna.com Hello! This game still has a ways to go (e.g. I still have to put in win conditions...), but I wanted to share it here to get any immediate reactions/thoughts people had. The game is called AI City Planner, and the idea is to help your fellow robots reach the singularity by replacing the human buildings with AI cubes. I'm building the game with Three.js, Howler.js, and Rollup.js and (currently, anyway) deploying it to aicity.mtmckenna.com via Surge.sh. If you give the game a try, please let me know what you think! Thank you!
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Rack'Em is an online multiplayer 8 ball pool game created with React.js, Three.js and Node.js Sink all of your balls before your opponent to win the game. Play here: http://lagged.com/io/rackem
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Hi, I tried upload add my old model into three.js but I have a problem. I've got this error: THREE.MultiMaterial has been removed. Use an Array instead I read than MultiMaterials was deleted in last threejs version, but what can I do to run my model in latest version of three.js It's to much work to delete MultiMaterial in my model and I wouldn't like to use older version :/ Thanks
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This game is now open source: https://github.com/BeFiveINFO/befive-smartball Title: BeFive Smart Ball Platforms: Browser with WebGL enabled. Game Link: http://play.befive.info/smartball/ Instruction Card: http://play.befive.info/smartball/#modal Description: This is a 3D video game version of an old game machines based on pinball. Press start button to dispense balls. Click on the white button and hold until the button turns to green. If you release the button when the green light is on, a ball is launched. Please try using SPACE BAR to shoot balls which is easier than using mouse button. When your balls fall in any of those holes, you are rewarded with a certain number of balls. Game tips: Exchange a number of balls at a time, then keep on shooting as fast as possible to increase your chance of winning balls. Keyboard shortcuts. SPACE BAR: shoot a ball. P: Payout. S: Start. F: Full screen. C: Reset camera position. T: toggle control panel. Additional notes: This game uses Oimo.js (for physics engine) and Three.js (3D rendering). This is my 4th html5 game to publish and is the first I made in 3d. Please feel free to leave feedbacks. Thank you in advance for checking the game out.
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Hy guys my first post here: Is it possible in threejs to start a rigged model animation with a function like playAnimation(from frame 1, to frame 4, loop, etc)
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Hi all, this is the latest build of our online golf simulation. it runs on chrome and ff based on threejs/webgl game is in very early stage but you could play at least 3 different courses. https://www.ogcopen.com/golf/game/
