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.
We are hard at work testing cloud services to determine how best to get people bashing vehicles together in their browser. For now, TinkerTech is only playable on local networks. So while we optimize our code and nail down our server infrastructure, I wanted to get a video out to those of you who didn’t get to stop by our PAX East booth.
Pardon our mess, as the vast majority of our work is going into the back-end of this game. Expect more from us aesthetically in the future. If you have any suggestions or other thoughts, please post in the comments.
For a longer description of the game, please read our blog post about our visit to PAX East 2012.
I also want to say thank you to Shamus Young for posting about us on his blog. We greatly appreciate the kind words and friendly comments.
In the meantime, go play the game for FREE on Chrome:
If you’re hungering for some information right now, take a look at the existing blog posts on the Bocoup blog.