There appears to be a lot of people that have trouble with Git, even going so far as to say that Git sucks. It may well be that only Linus is smart enough to use Git. Though I will not say that Git’s interface is by any means inviting for a new user, I fear that it suffers from the Paradox of the Active User (Carroll and Rossen, 1987).
Shadows are a great way to relay information in a 3D rendering. They can help demonstrate distances between two objects such as a bouncing ball and the ground. They also relay further information to the structure of an object as they give a second silhouette from the perspective of the light casting the shadow. In this article, I will demonstrate a very small but important improvement for THREEjs’s shadow rendering, a one line change to the shader code.
Our Demolition Derby game is modular. Each module is a low polygon mesh, and a player assembles these modules to create a wheel-based vehicle. These vehicles are then used to combat other players’ vehicles in a simulated physics environment. Victory is determined by breaking apart the modules of the opponent’s vehicle before they yours.
Douglas Crockford wrote RFC 4627, describing the specifications for JSON, a “text format for serialization of structured data.” As a language-agnostic, human-readable open format that has native support for encoding/decoding in browsers, JSON has become the de facto standard for data serialization on the web. There are drawbacks to using JSON, which became evident when we started to write a networked game using WebSockets. (Check out our pre-alpha teaser if you didn’t get a chance to see us at PAX!)
In developing a networked game, sometimes one needs to be able to test features running over specific network conditions. How does the game hold up under high latency and/or packet loss? What about in cases of varying network jitter, where the latency is ever-changing? Answering these questions is crucial to testing network code and making sure that it will perform well against whatever chaos the Internet might throw at you.
TinkerTech Derby can be summed from its two parts, an editor and a game. For a look at the game check out our previous article. Since then, with the last two months we built a working system that shows our main ideas for the editor.
Inspired by the voxel painter example for three.js, you click on parts to attach a new one to it. Since the car always starts out with one part, a Core, this works well. You can add and remove freely except for the Core which instead can be replaced with alternates.
Most cars can be made in a minute or two. Adding specific body and color adds a few more minutes. Every vehicle in the following sped-up video was made in three to five minutes.