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Buffer geometry merging, procedural terrains and shadow mapper research with Three.js

License: MIT License

JavaScript 99.43% HTML 0.04% CSS 0.10% GLSL 0.43%

threejs-ballooning's Introduction

Ballooning with Three.js

This was developed as a study into procedural terrains, buffer geometry optimisation and shadow mappers with Three.js and WebGL. I had some grand plans for the application, but they were never realised so it's probably more useful to just release it as it is for others to take a look! There are plenty of issues with it and it's pretty rough having been developed over 2 years ago now, but if it's some use to anyone that's great.

Example at https://alexanderperrin.com.au/triangles/ballooning.

Use the arrow keys or the left and right sides of the screen on touch devices to move the balloon.

If you found this useful at all, you're by no means obliged but welcome to support my future works with a little donation.

ko-fi

Features

  • Procedurally generated infinite terrain & tree placement
  • Happy flapping birds
  • Shoreline boathouse placement
  • Pleasant mountain ballooning
  • Statically batched tree rendering
  • Runs on desktop and mobile

Development

Feel free to have a dig around in the code and change things. I've setup a webpack development environment with hot module replacement that you can use to quickly iterate the application.

  • Ensure that you have node and npm installed on your machine. You can follow the official instructions at https://www.npmjs.com/get-npm
  • Clone the repository into your desired project folder
  • Run npm install from within the project folder to install dependencies
  • Run npm start. This will spin up a webpack development server running at http://localhost:8080
  • Change the code you like and see what happens!

Building

  • Run npm run build to build a production ready version of the web app.
  • Contents will be processed into /dist, which you can upload to your web server.

License

MIT

Warranty

None whatsoever.

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