Mattvb91
@mattvb91
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I have no idea what im doing
Joined May 2020
My new years resolution 2025 was to start learning @threejs so I got myself the #threejsJourney course! Managed to get a basic prototype with networked players/local physics and basic rendering in blender! #threejs #tresjs @tresjs_dev
https://t.co/Otu8UbBOSm
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First time playing around with menu music. 2 separate layers to give a nice transition when you enter the game by turning off the drum track and then slowly fading out the synths #indiedev #indiegame #solodev #gamedev #indiegamedev
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Got a rough structure down for whats to come! Happy Friday everyone! https://t.co/38DqpbVoOK
#indiedev #indiegame #solodev #gamedev #indiegamedev
strainzero.com
A Multiplayer Browser-Based Zombie Survival Experience
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Implemented @threejs PositionalAudio last night and wow does it make a huge difference even with such a simple change. https://t.co/6Fj7DsVmaK
#indiedev #indiegame #solodev #gamedev #indiegamedev #threejs #threejsjourney
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PVP NOW WORKS!!! https://t.co/6Fj7DsVmaK Next up will be taking damage instead of instant death. Most important part was the death mechanic itself and the respawn. #indiedev #indiegame #solodev #gamedev #indiegamedev #threejs #threejsjourney
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Will be posting another performance optimization #devlog in future focusing on larger draw distances. https://t.co/6Fj7DsVmaK
#indiedev #indiegame #solodev #gamedev #indiegamedev #screenshotsaturaday
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#Devlog 3 is here. This time about rigging car doors in #blender to interact with in #threejs
https://t.co/OVH51zLnAi
#threejsjourney #gamedev #indiegamedev
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Sneak peek at "nav3d", my upcoming javascript navmesh generation and querying library. If you used recast-navigation-js and enjoyed it, but felt sads about the big wasm bundle and wasm quirks (manual memory cleanup, js->wasm call overheads), then watch this space :) #threejs
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Started working on a looting mechanic for cars last night. Started with hinge points / rotation constraints in blender and then brought it into threejs as animations. Will make a #devlog to cover the setup of this too! #threejs #threejsjourney #gamedev #indiegamedev
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Second #devlog incoming. This time doing some first optimizations to improve things further down the line: https://t.co/eajZklNaty
#gamedev #indiegamedev #threejs #threejsjourney
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Just rolled out the first in a few major performance updates. Should be noticeably smoother on laptop/desktop devices. Mobile performance still to come. Will be covering the main points in the next #devlog
https://t.co/QuFD76P2Ax
#indiegamedev #threejs #gamedev
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First attempt at a #devlog. Definitely gonna take some time to get used to talking to the camera. Sorry about the 'uuhm`s' and 'eems' the nerves got to me 😅 https://t.co/28G1S1izP0
#gamedev #indiegamedev #threejs #threejsjourney
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Biggest update to date out now! Procedural terrain / vegetation generation across networked clients & shadow map updates correctly now with the player moving. Also fixed some movement bugs. https://t.co/6Fj7DsVmaK
#gamedev #indiegamedev #threejs #threejsjourney
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Managed to make progress last night on the first proof of concept of loot (items to pickup) along with the GUI indicators to go with it https://t.co/6Fj7DsVmaK
#threejs #gamedev #indiegamedev #threejsjourney
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First pass at vegetation (trees) spawner, starting to come together https://t.co/6Fj7DsVmaK
#gamedev #indiegamedev #threejs #threejsjourney
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Added rapierJs character collider and now spawning zombies at roughly the correct terrain level! https://t.co/6Fj7DsVmaK
#gamedev #indiegamedev #threejs
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Still feels like 12 year old at xmas every time putting together the next rig for the next 7-8 years
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