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mrmaxm

100 karma · joined October 1, 2019

WebGL/WebXR developer; ex PlayCanvas;
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mrmaxm··on Gaussian Splats – online editor (WebGL, PlayCanvas)
The PlayCanvas Super Splat tool is for editing gaussian splat PLY files.
mrmaxm··on PlayCanvas Integrates SketchFab Store
When using PlayCanvas WebGL/WebGPU Editor right in your browser, now has an access to millions of SketchFab models within a few clicks. You can create games, configurators, XR apps and anything 3D on the web using this engine and tools.
mrmaxm··on PlayCanvas, the Web-first game engine
Many native engines "can" compile. But really it is only experimental and commercially non-viable option. Unreal engine decided not to continue support webgl target. Unity lifted off "experimental" from webgl target, but really nothing changed - it is still huge build, crashes mobile, and development process for web in unity, simply awful. So it can compile, but commercially it can't compete with webgl-first engines on similar projects.
mrmaxm··on PlayCanvas, the Web-first game engine
Check out on blog of released major features and releases on github for the engine. It is only growing.
mrmaxm··on PlayCanvas, the Web-first game engine
How long ago that decision were made? PlayCanvas is still here, doesn't look like it is going anywhere. For many years it existed, many people resist, some don't. But business is still here. And community grows. Portfolio of commercial projects as well.
mrmaxm··on Global Illumination in WebGL
Engine and tools features, are identical for free and paid users. Same complexity games can be developed by both types of users. It is more direct support and quality of life features, related to larger teams and management are behind paid tier. But as any other business, PlayCanvas has to feed their families too.
mrmaxm··on Global Illumination in WebGL
Indeed. But even more conceptually, web is very different platform. We don't download whole db of friends on facebook with their timelines to browse facebook. Why do we have to download all data from game projects, when we only need relevant one. So Unity has to provide way better solution for streaming content in order to compete with existing WebGL high-end projects, like Polaris vehicle builder.

And it's engine is way too monolithic indeed. WASM still feels like a big hack.

Epic recently admitted that experiments with WebGL and Unreal were fun, but they are not misleading customers that it is path they are going to go. They clearly stated that WebGL target for AAA engines, is not a way. And they are very right. Unity doesn't admit that. They know how big is Web platform. But they have to do something major to really get into web, as currently they only mislead customers with promise. But commercially, Unity WebGL - is not an option, 98% of time.

mrmaxm··on Global Illumination in WebGL
Can it do demo like in this topic. To load fast. Work fast. Even on mobile?

Every tool, engine, framework, has its strong and weak sides. That is why we have many options to choose from.

mrmaxm··on Global Illumination in WebGL
Please, try making similar demo in Unity, and publish it to WebGL, with mobile support. Currently Unity will not be able to do this.
mrmaxm··on Global Illumination in WebGL
You can make demo like this in Three.js already. Difference is, how much labour it takes.

None of existing WebGL engines offers real GI.

mrmaxm··on Global Illumination in WebGL
We have precalculated all probes and lightmaps (25) in advance due to defined light trajectory. This clever hacks, tricks the user into believing it is a real deal - that was a desired goal of demo. Doing true GI in WebGL wont be commercially viable option, yet.
mrmaxm··on Global Illumination in WebGL
This particular demo is only possible with fixed light trajectory. Basically, there are 25 light states here, and blending between them. RTX tech is next level - would allow to take this hacky static approach, to fully realtime and dynamic one.
mrmaxm··on Global Illumination in WebGL
Shadowmapping is used on everything. But GI lightmapping only on walls ceiling and floor.