Transition to 2D Vehicles — Why and How

Tin­kerTech Derby is a pretty fan­tas­tic con­cept, but we ran into a snag. We encoun­tered severe per­for­mance issues because we were try­ing to use 3D physics engines writ­ten in Javascript for a real-time online mul­ti­player game. Not nearly enough com­put­ers are capa­ble of run­ning that game as it was with any latency present. We decided that, if we were to con­tinue with the orig­i­nal premise of the game—and we really want to, because it’s really cool!—we would have to drop the third dimen­sion to our physics sim­u­la­tion. For­tu­nately, the 2D game­play is still very fun, and the core idea remains strong.

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Mak Mendel­son

Mak is an artist at Gra­di­ent Stu­dios. He stud­ied fine arts and then elec­tronic arts, focus­ing in char­ac­ter design. He really enjoys think­ing about var­i­ous game mechan­ics and how they work together, mix­ing and match­ing to cre­ate new ones that might one day end up in an actual game.

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A Small Shadow Map Improvement

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.

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Z God­dard

Z, a fan of hats and danc­ing to bad music, devel­ops games and code in Unity3D and WebGL. Always look­ing at new tech­nolo­gies for games, he has big dreams for Go.

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Dealing with Modular Design

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.

Con­tinue read­ing

Mak Mendel­son

Mak is an artist at Gra­di­ent Stu­dios. He stud­ied fine arts and then elec­tronic arts, focus­ing in char­ac­ter design. He really enjoys think­ing about var­i­ous game mechan­ics and how they work together, mix­ing and match­ing to cre­ate new ones that might one day end up in an actual game.

More PostsTwit­ter