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hvidevold

121 karma · joined January 28, 2015

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hvidevold··on Animated Drawings
Made this using the tool: https://github.com/emnh/mantary-platformer/blob/main/mantary...

I used the website, downloaded the mp4 and postprocessed to walk in place using a shell script: https://github.com/emnh/mantary-platformer/blob/main/animscr...

The character was generated using stable diffusion.

hvidevold··on Show HN: Match 3 RPG
True. Unity WebGL does not work on mobile. It's possible to compile it to an iOS or Android app though, but I don't plan to currently.
hvidevold··on Show HN: I built a reverse image search for pixel art
Ahh ok it's at number one for me "Show HN: Reverse Image Search for OpenGameArt using pinecone.io" 36 days ago. Anyway, it's not important.
hvidevold··on Show HN: I built a reverse image search for pixel art
Ok done :)
hvidevold··on Show HN: I built a reverse image search for pixel art
Yes true, but also a submission, see https://news.ycombinator.com/submitted?id=hvidevold :)
hvidevold··on Show HN: I built a reverse image search for pixel art
That's cool. I am the author :) . Actually I submitted a direct link to the search a month ago, but didn't get any upvotes. So I'm happy that I got some now with the write-up :)
hvidevold··on Show HN: NNext.net – A Firebase-like managed vector storage for ML applications
After reading this comment I made an image search engine for OpenGameArt using pinecone.io today: https://emh.lart.no/ogasearch/?imsi=dungeon%20crawl%20monste...
hvidevold··on Show HN: Procedural level generator for my tower defense game
I once attempted a TD using the same graphics as you :) but didn't get further than a visual demo (as I usually do hehe..).

It's live at https://emh.lart.no/github/yargled-js/dist/ (might have to zoom out due to a bug) and source is at https://github.com/emnh/yargled-js

hvidevold··on Show HN: WebGL Lighted Block Terrain
Source is at https://github.com/emnh/pixel-tower-defense .
hvidevold··on Show HN: Little Automatic Racing Game in WebGL with Three.js and Oimo.js
Yeah, sorry about that. I don't know if it's possible to change the title now though.

Glad you like the wrecking ball :)

hvidevold··on Show HN: Little Automatic Racing Game in WebGL with Three.js and Oimo.js
Yes I haven't optimized a lot for older hardware, but I think it could definitely be done, just have to ditch the complex stuff I am using to scale to high number of units when there are not many of them.
hvidevold··on Show HN: Little Automatic Racing Game in WebGL with Three.js and Oimo.js
The models have about 1k triangles each. The code is optimized to scale to many units (racers), but the initial rendering cost of instancing with pre-rendered animation skeleton may be high I suspect, so it may be slow for few units on old hardware. I could try to have different rendering paths for small and big number of units to alleviate the problem.
hvidevold··on Show HN: Little Automatic Racing Game in WebGL with Three.js and Oimo.js
Maybe it's a problem with mesh instancing as it is used for the racers but not the giant ones in the middle. Do you get any errors?
hvidevold··on Show HN: Little Automatic Racing Game in WebGL with Three.js and Oimo.js
Hehe.. Any errors in JS console?
hvidevold··on Show HN: Little Automatic Racing Game in WebGL with Three.js and Oimo.js
Now you can try http://emh.lart.no/publish/csb/csb3d/vWreckingBall/ it's a slightly interactive version with a wrecking ball you can move with the mouse to mess with the racers :)
hvidevold··on Show HN: Little Automatic Racing Game in WebGL with Three.js and Oimo.js
Ok try http://emh.lart.no/publish/csb/csb3d/vWreckingBall/ it's a quick hack to give you at least a wrecking ball to mess with the racers :)
hvidevold··on Show HN: Little Automatic Racing Game in WebGL with Three.js and Oimo.js
Okay sorry to disappoint but there are no controls (not yet at least). It's automatic as it says in the title. Maybe I should have called it a "demo" instead of a "game" :) . It started as a model viewer and then I added a bit of physics and motion.
hvidevold··on Show HN: Little Automatic Racing Game in WebGL with Three.js and Oimo.js
Ah hahaha they are just two types of racing pods :) . There is no car/rider classification.

For my personal version I can use all Starcraft 2 units as racing pods, the dragon and the binocular pod are just a couple of free ones I found on Sketchfab and put in there to be able to publish it :)

Here are a couple of screenshots from personal version: http://emh.lart.no/publish/csb/million-mutas2.png http://emh.lart.no/publish/csb/csb3d.png

hvidevold··on Show HN: Little Automatic Racing Game in WebGL with Three.js and Oimo.js
Well the transparent blue spheres are checkpoints and the units have to pass through them. There is physics for collisions and the pods turn and accelerate towards the checkpoints. They go from one to the next. The race is infinite though in this case. It's inspired by a 2D bot programming contest at https://www.codingame.com/multiplayer/bot-programming/coders... .
hvidevold··on Show HN: Little Automatic Racing Game in WebGL with Three.js and Oimo.js
Thanks :)
hvidevold··on Show HN: Little Automatic Racing Game in WebGL with Three.js and Oimo.js
You don't. It's automatic :)
hvidevold··on Show HN: Little Automatic Racing Game in WebGL with Three.js and Oimo.js
Should work at 6 FPS even on iPhone 5C, but if you are on a RTX 2080 Ti try http://emh.lart.no/publish/csb/csb3d/v1/?dupCount=1000&swarm... for 20k units, or more if you're adventurous. I'm getting 100 FPS on that. It's using instanced meshes. I'm getting 6 FPS on a million units (dupCount=1000&swarmCount=500) with ownPhysics=true, which speeds it up with simpler physics for large unit counts.
hvidevold··on Show HN: WebAssembly WebGL2 Underwater Lights in C++
Version 2 with caustics: http://emh.lart.no/publish/tda-wasm/v2/
hvidevold··on Show HN: WebGL Demo in ReasonML
No that's not expected. Probably a bug.
hvidevold··on Show HN: WebGL Demo in ReasonML
Not all the controls do something. I have an issue on the repository to remove unused ones.
hvidevold··on Show HN: WebGL Demo in ReasonML
That's definitely a bug. Hmm.. I don't know why it would be. Which OS? I would be happy if you could profile the javascript to see what is up with that, but should be on a dev build. Open an issue at https://github.com/emnh/rts-reasonml/issues so we can communicate on it if you are interested. A dev build is at http://emh.lart.no/publish/rts-reasonml-dev1/ .
hvidevold··on Show HN: WebGL Demo in ReasonML
This is true. I forgot about it. I added an issue on the repository. Thanks!
hvidevold··on Show HN: WebGL Demo in ReasonML
No I haven't tested on any mobile platforms. It's targeted at desktop.
hvidevold··on Show HN: WebGL Demo in ReasonML
I checked the specs comparison at (https://www.videocardbenchmark.net/compare.php?cmp%5B%5D=262...) and it says my card is about 4 times beefier than yours even if it is a year older, so maybe 30 FPS is expected. Thanks for the error report on texImage2D though. I will make an issue on the repo.
hvidevold··on Show HN: WebGL Demo in ReasonML
Author here. Are you getting any warnings? Does it say it is using WebGL 1 or 2 on the left side? I am getting 60 FPS on Windows Chrome 64 with WebGL 2 on a 5 year old Radeon 7870 and it's mostly idle. I have implemented fallback to WebGL 1 for other platforms than Windows, because there were bugs that I don't have the platforms to test on (I tested on Linux in VMWare, but only WebGL 1 as WebGL2 is blocked on VM), and that path is not very optimized. Still I was getting 60 FPS on Linux Chrome in a VM as well. Firefox in Linux VM was slower though, at 30 FPS or so.

There might still be optimizations I can make and I could add more configuration settings for texture sizes.

How does http://madebyevan.com/webgl-water/ look in comparison? Is it smooth? Most of my water code is copied from his version.

What's your OS and browser?

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