I am looking for my first client: Ideally someone in charge of a Museum/gallery or other grandiose indoor space.
I am looking for my first client: Ideally someone in charge of a Museum/gallery or other grandiose indoor space.
Edit: There's a bug where if you start dragging with the mouse and let go the mouse button outside the 3D view, it acts like the button is still held down (a bit like mouse capture) which was easier but quite confusing.
It seems unusable with a touch screen on desktop.
The fact that you can fly is useful but non-obvious. I ended up down at floor level and wondering how to see the pictures on the walls.
The demo is in a /fr/ path, but is in English (Chrome offers to translate it to English, because it somehow thinks the English words are French), but then some parts of the interface like "Share your place" are in French.
Additionally, I think it would be best if by default you were stuck to standing head height, then you can either provide buttons to actually move up or down, or lean more into the game aspect and allow the user to jump. Right now it feels like you are floating around with a little drone or something.
In the vein of controls, please please please support WASD too. I understand if you instruct with arrow keys, since for non-gamer users it might be more obvious, but support WASD (or equivalent of what WASD is in QWERTY keyboards) anyways, for 2 reasons: it is much more ergonomic for people who use a mouse on their right hand (I myself am left-handed but use the right hand for mouse anyways), and is more ergonomic for some laptop users, since many laptops have half-size vertical arrow keys which are uncomfortable to press all but momentarily.
As for the head, yes you are right : I should add 'something' that tilts a bit the head up/down when needed.
1. Your demo level suffers from Z-fighting in a few places on the floors and walls. https://en.wikipedia.org/wiki/Z-fighting
2. When viewed full-screen on a 4k monitor, textures are too low resolution. A handwritten note on the wall is unreadable.
3. Lighting is too simple. Because that’s not an FPS shooter you probably don’t need dynamic lightning nor day/night cycle, but it’s still hard. Ideally you need these multiple PBR textures everywhere, and correspondingly complicated pixel shaders.
2: yes but it is a tradeoff between texture quality and minimazing loading time.
3: Yea, ideally. But KISS is my priority : We have an editor that aims to be simple enough for all, thus no BPR & no shader.
3 — I see. Still, you could pre-compute local illumination automatically in the editor, and bake it somewhere. Maybe into vertex attributes, maybe into another lower-resolution R8_UNORM set of textures.
3- --> I will see with client feedback. I do not want at this point to over-engeneer free-visit. First I must find my market.
I wish AirBnBs and hotel rooms would offer this type of preview of their premises.