Polygonjs
@polygonjsNode-based WebGL design tool - Try it: https://t.co/1jphGXIe9h - Marketplace: https://t.co/E6LVtlWVjZ - Discord: https://t.co/mMc0EbWSL2
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Taking off to Tokyo today for @tokyo_game_show where my game Chess Twist got selected🙌 If you're nearby and want to chat anything Chess, @threejs, @polygonjs, proceduralism or games/3D in general, come and say hi. I'll be at the booth A75 in the indie section.
I've added puzzles to Chess Twist ♟️ I hope this makes it easier to get a quick taste of how fun those twisted boards can be. If you're into mind-bending puzzles that is This one is an easy one. You play as black and have 1 move to checkmate Can you see how? #threejs #puzzles
I thought the peeps at r/anarchyChess were a bunch of savages, before they really are lovely folks! They had nice things to say about Chess Twist🙏
#screenshotsaturday in CHESS TWIST, one rook is enough to checkmate Demo here: polyreplay.com/chesstwist
♟️CHESS TWIST demo is out, and the trailer is up. Links below 👇
It mostly is, but it's also a great tool to manipulate geometry and draw complex & animated shapes, using webgl/shaders. And I've built this with my own engine @polygonjs which is based on threejs, it makes it easier to build procedural grids like this. twitter.com/fradingue/stat…
The steps are: - start with triangles - merge pairs of triangles into quads, randomly leaving some as triangles - we subdivide both quads and triangles, and end up with quads only. - solve the wave function collapse on that grid (which requires a graph to traverse neighbours)
Adding the final polish to CHESS TWIST, my 3rd game inspired by @OskSta grid system. The demo will be available very shortly. #threejs
Finally managed to release my game Checkers Twist, a variant of the classic Checkers (also called Draughts or Dames). Online multiplayer took me way longer than I expected, even though I already knew it is a hard one. Made with @polygonjs and @threejs Links in next tweet 👇
Minesweeper Twist is now available on iOS, and should soon be on Steam and Android. In the mean time, I've released a first version of Checkers Twist on polyreplay, and will submit it to the same platforms. made with @polygonjs and @threejs ❤️ (links in next tweet)
Making progress on Checkers Twist. It's now playable at 2 on the same screen. I'll add a mode to play against the computer, then I'll put v1 online.
Using the same irregular grid as Minesweeper Twist, I'm now prototyping a variant of Checkers/Draughts with @threejs/@polygonjs You get an infinite number of grids, where some tiles have more or less diagonals than a regular grid, leading to new strategies each time.
I've stumbled on a roadblock, and if you have an android phone you may be able to help! 🙏 This is about my @threejs game Minesweeper Twist. I've made good progress in submitting it to steam/ios/googleplay, but... 👇
The lovely redditors on r/playmygame suggested very good ideas for my minesweeper variant, like: - use middle-click to remove all non-flagged tiles around, which makes solving a level much more convenient - custom grid size #threejs #webgl #minesweeper #indiegame #puzzle
I've been battle-testing the WFC tools in @polygonjs / @threejs , used to procedurally generate levels. And since completing a game is a good way to battle-test anything, I've done just that. So here is a variant of the classic minesweeper, where the grid is irregular.
I was curious to see a WFC-generated #threejs level inside suzanne. Some ramps lead nowhere, so more work needed to improve that. Not sure yet if that should be handled by the solver, possibly with backtracking which would slow it down, or with post solve nodes
I'm hoping to make debugging fun in @polygonjs For the level generation, you can see what the solver does step by step. At first, each cell has any of the 5 tiles in any of the 4 rotations. Then 1 cell is assigned 1 tile, which narrows down the choices for their neighbours
Here is another @polygonjs test where I modify the quad geometry before feeding it to the WFC solver, to create a pyramid. #webgl #threejs
a key feature I wanted this #threejs level generation to offer is connected floors. So you could start at the bottom, and look at potential destinations up high. Or start high and see an overview of the map. ...Or just fall 😁. Notice the slopes between floors in this video
The custom deformers I showed yesterday can be used on geometry types that are not just #threejs geometries. Here I deform a quad grid. It is then used for the procedural level generation using WFC, and the tiles are deformed to fit the updated shape.
A good procedural system should allow you to not only combine imported geometries, but also to heavily modify them. This is why I've added a way to create custom nodes to edit @threejs point attributes in @polygonjs
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