Jump up and down various slopes. Can you balance on the nose of a dolphin?
NOTE: 404s or errors? Click here for fullscreen ↗
KEY(S) | EVENTS |
---|---|
WASD | to move |
ARROWS | ^^^^^^^^^^^^^^^^^^^^^^^ |
Q&E | rotate camera |
F1 | toggle FPS |
O | Jump |
SPACEBAR | ^^^^^^^^^^^^^^^^^^^^^^^ |
NUMPAD9 | ^^^^^^^^^^^^^^^^^^^^^^^ |
LeftClick | enter fullscreen mode |
Esc | exit fullscreen mode |
Super jump (by holding the key) to far off destinations.
As of right now it is still very easy to get caught in the mesh and the 'R' key for reset does not quite work. Mainly because the camera system is being built in a different project and they have not been merged yet.
Edited assets from Models-Resource.com ↗
Often building out from tutorials and existing code causes sluggish performance. This engine in particular would freeze every few minutes for unknown reasons. Usually that can be traced to memory leaks and repeated calls in critical areas of the graphics pipeline.
Some debugging locates the main bottleneck at a repeated pipeline call in RenderTexture. By returning on Init, the problem is solved.
However, this project is fun to tinker with. Optimizing here. Cleaning-up and commenting there. Now nearly every line has been modified, including the controls and jump physics.
Bullet Physics ↗ allows for complex collision between meshes. The JavaScript version uses AmmoJS (a port of Bullet). This generates a proxy collision mesh for the stage (currently at run-time).