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Blend4LifeParticipant
At my PC it loads within 30 seconds and it runs mostly at full 60 Frames/second
Nice! How many polygons and how many materials does this scene have?
Blend4LifeParticipantCtrl + (W,A,S,D)
andAlt + (W,A,S,D)
cannot be used in browsers. The only key left fo crouching isShift
.C
is not a variant.You could implement the crouch as a toggle instead of a permanent hold, that is, pressing the crouch key once makes the character go down and it stays down until the key is pressed again (which ends the crouch). This is actually used in many games and preferable to holding the key down because when you have to crouch for a long time, it starts hurting your fingers.
- This reply was modified 1 year, 7 months ago by Blend4Life.
Blend4LifeParticipantUpdated a little. Added smooth animated crouching (Shift). Crouching and jumping can be executed simultaneously (to jump thru a window, for example)
https://v3d.net/ec5This is good, better than the original. Yet there could be some additional improvements:
* Adding the inertia effect is great and important, but it’s too strong, i.e. coming to rest takes too long, it feels like skating on ice; should be reduced.
* When you scrape along obstacles like the walls with a vector toward the obstacle, the movement speed should go down (friction) the more your vector points to the obstacle.
* You added crouching, how about adding RUNNING too? In most FPS, run is on SHIFT and crouch is on the C key or CTRL.
Blend4LifeParticipantLooking good.
Suggestions: You could add an additional focus button next to the menu headers to automatically target the camera at the chosen item:
A stronger maximum zoom would be nice too. The customer may want to zoom in on the details of the selected items.
Some kind of a backdrop (city, urban, rural… maybe user-selectable) might look cool too:
Blend4LifeParticipantWow, thanks for explaining this in detail!
Blend4LifeParticipantI’m glad somebody brought this up. This is something I noticed too about Verge/Three: If you start up a scene, and let’s say there are objects with lots of geometry behind the camera (out of view), if you pan the camera towards them for the first time, you get a massive stutter/FPS drop as the objects are “processed”. This is only when they come into camera view for the first time. Once they are processed, there is no more stutter.
2018-10-10 at 6:07 pm in reply to: Why do I get different behavior depending on the mode I'm in when I preview? #8114Blend4LifeParticipantOh, okay. I’ll stick with the Cycles world then since Internal will go extinct anyway soon. Thanks, Mikhail!
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