I am guessing they are not other players live but probably recordings of older sessions, I did try to follow a few people and jump around to communicate but couldn't verify any response... quite a beautiful project in any case
There's a lot of WASM in GUID-named binary blobs though (most of those have one JS file and one WASM file included, some only a JS file).
Does three.js make heavy use of WASM and bundle them in blobs with GUID names?
PS: yes it appears to be three.js, looking at other three.js demos they also have those blobs with one JS and one WASM file in them. I'm surprised three.js uses so much WASM!
[SPOILER AHEAD] On mobile it's very hard. You can't jump and go forward at the same time, and there's radius when you turn, so precise positioning is fiddly.
Insanely cool demo. I’m amazed I can open this and it run at 60fps within a ~~second~~ on my iPhone. Crazy the power that I have with it, when it spends most of its time in my pocket or playing music.
I wish we could show some of the early computer engineers some of this kind of thing.
The 80s is the perfect sweet spot for my go-back-in-time-and-share-modern-tech fantasies. It's recent enough for people to know about computers but just barely enough that they'd be absolutely blown away.
I had the same issue when I tried at first (on Firefox), but I waited a while and when I tried again, it worked correctly and gave me a controllable character. Not sure if something failed to load the first time or what.
I saw a distant figure running straight towards me through the woods and thought this might be one of those secret horror games, until I realized it was multiplayer. :P
That's an entirely different problem to the one faced with VR avatars. You can make in leg position. With VR avatars, you're trying to infer leg movement to the head and hands movement of a human in 3d space.
It does, I love the peaceful vibe it has. But to be fair this is conveying a lot less information about the individual players than Meta does. A "metaverse" is much harder problem than people imagine.
I think Zuckerberg is right about the metaverse. Unfortunately (fortunately?) Meta likely won't be where the metaverse develops, unless they can purchase it.
I still use and like Instagram, so they appear to be capable of keeping them alive. But the established industry players, including the Zuck subsidized ones, largely don't seem positioned to "get" VR/AR. I don't know what it is, but I know it's not what they have so far.
Outside of fitness apps the Qwest world is still just a fancy store interface. I use it because it's still among the best, but it certainly doesn't give me the feel of it becoming a "verse" of any sort. I really want it to be, but the folks working at Meta largely don't seem to be the sort of creative non-conformists it'll take to crack that nut.
AAA games are way deep into diminishing returns for the last 10 years when it comes to rendering. A 2010 game with good art style can still look great if you run it on a high resolution display, while other games with much more impressive 2010-era rendering technology but poor art style have aged badly.
It makes little sense to reduce the quality of games to their rendering technology and 3D API of choice.
I couldn't find the animal on the roof until I saw another player and thought "how did they get up there?". Great example of how being multiplayer improves the experience.
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[ 5.3 ms ] story [ 231 ms ] threadI found the sloth secret literally by mistake, that one was pretty difficult
the ability to send a message to other players would awesome
Firefox. Not sure how to select my audio out device. I think it used the wrong one.
Does three.js make heavy use of WASM and bundle them in blobs with GUID names?
PS: yes it appears to be three.js, looking at other three.js demos they also have those blobs with one JS and one WASM file in them. I'm surprised three.js uses so much WASM!
I wish we could show some of the early computer engineers some of this kind of thing.
I often fantasize about this, just knowing even what 10-year-old me would have thought about it.
had to watch the motions to realize it wasn't scripted
So the "no legs" thing is the correct design decision in many cases.
What do you think of the leg quality in this game?
I've had more fun playing super basic Roblox games with my nephews than I can imagine myself ever having with meta.
Zuck's metaverse feels like the Doctors Office equivalent of a nightclub.
I still use and like Instagram, so they appear to be capable of keeping them alive. But the established industry players, including the Zuck subsidized ones, largely don't seem positioned to "get" VR/AR. I don't know what it is, but I know it's not what they have so far.
Outside of fitness apps the Qwest world is still just a fancy store interface. I use it because it's still among the best, but it certainly doesn't give me the feel of it becoming a "verse" of any sort. I really want it to be, but the folks working at Meta largely don't seem to be the sort of creative non-conformists it'll take to crack that nut.
I agree that it's complex, but probably not that complex not to have legs :)
Works really well on Firefox for Android too!
I think I mean VRML but you know that don't you, you old farts you
What matters is what people are able to do with its features, basically something like a PlayStation 3.
By the way, I might have some VRML book lost somewhere on my university boxes.
It makes little sense to reduce the quality of games to their rendering technology and 3D API of choice.
After a decade of WebGL existence.
1. Animal on roof
2. Animal on tree
3. Large object in trees
4. Beach goer
5. Small wooden fence room
However, it crashed my iPad Safari, the first time I ran it (worked the second time, though).