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by Joel_Mckay
783 days ago
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There are plenty of babylon.js & physics package demos around. The WebGL support can be an issue on some machines, but when it does work... things like procedural fog/pseudo-procedural-water/dynamic-texture-updates look fairly good even on low-end gpus. Also, the free Blender addon can quickly export basic animated mesh formats that will save a lot of fiddling with assets later, and the base library supports asset loading etc. Like all js solutions your top 3 problems will be: 1. Audio and media syncing (don't even try to live-render something like a face mocap) 2. Interface hardware access (grabbing keyboard/mouse/gamepads is sketchy) 3. Game cheats (you can't trust the clients world constraints are true) 4. web browser ram/cpu overhead The main downside of using __any__ popular game-engine is asset extraction is a popular hobby for some folks (only consoles sort of mitigate this issue). Best of luck, =3 |
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If you haven't played Noita it's basically a "falling sand" or powder physics game where every pixel is simulated. You need a special cellular automata that is not your typical game physics engine, so I don't think Babylon.js would be a good choice but I may be wrong.
I've modeled my architecture after this fantastic GDC talk by the Noita devs: https://www.youtube.com/watch?v=prXuyMCgbTc ("Exploring the Tech and Design of Noita")