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🕹️ Preparing a brand new BVH-based character controller which is lightweight, flexible, and requires no physics engine. 🍻 Big thanks to Garrett Johnson 🦋 for his incredible three-mesh-bvh library that made all this possible. #threejs #threejsJourney #webdev #gamedev #r3f #ecctrl

24 条评论

Bruno Simon 的头像
Bruno Simon1 年前

@garrettkjohnson That final view with all the rooms and a good frame rate 🔥

Andrew Chen 的头像
Andrew Chen1 年前

@garrettkjohnson Thanks, Bruno! That’s what I’m aiming for! 😄

VoR 的头像
VoR1 年前

@garrettkjohnson Whats shapecst? Is that like a sphere cast you might find in unity? Is it all "casting" or are you also doing capsule intersection testing with other primitive bounding shapes like cuboids & spheres?

Andrew Chen 的头像
Andrew Chen1 年前

@garrettkjohnson This controller uses the built-in shapecast feature from three-mesh-bvh. I actually checks for intersections between shape and BVHs. Rapier provides a shapecast more similar to Unity’s. I will upgrade it to #Ecctrl later on.

VoR 的头像
VoR1 年前

@garrettkjohnson awesome. I can't wait to check out the demo & code for the bvh upgrade to the controller.

Jaroslav Stehlik (mystery) 的头像
Jaroslav Stehlik (mystery)1 年前

@garrettkjohnson I am personally more interested in the controller it self. Its actually not easy to write or find a nice character controller which can move on various terrains, edges and detect correctly ground etc.

Andrew Chen 的头像
Andrew Chen1 年前

@garrettkjohnson Thanks! For now, you could try out #ecctrl. Using similar technique but a physics-based controller.

James 的头像
James1 年前

@garrettkjohnson This is so cool!

Aurelien Vigne 的头像
Aurelien Vigne1 年前

@garrettkjohnson Impressive work 🔥🔥🔥

Soweme 的头像
Soweme1 年前

@bruno_simon @garrettkjohnson Cool! 👏👏

Ademola 的头像
Ademola1 年前

@garrettkjohnson Oh excited 😃! What's the performance compared to rapier?

Andrew Chen 的头像
Andrew Chen1 年前

@garrettkjohnson Hard to compare. This controller is optimized for static collisions detection. I tested it with 1,681 map models and held a stable 60fps. Rapier isn’t built for that many trimesh colliders and would likely struggle in a similar setup.

Sean C 的头像
Sean C1 年前

@Ademola_4life @garrettkjohnson Does it work to still collide with other physics engine objects like rapier?

Andrew Chen 的头像
Andrew Chen1 年前

@Ademola_4life @garrettkjohnson It’s possible to bind a rapier collider with the character, but in that case, I think Ecctrl would be a better choice. 🧐

Nestor Rios Garcia 的头像
Nestor Rios Garcia1 年前

@garrettkjohnson 👏👏👏

Andy 的头像
Andy1 年前

@garrettkjohnson I had trouble with react three fiber rapier physics with ref/forwardRef for #threejs I submitted a bug report, as AI and I believe it's a problem with the physics component. Maybe it's a newbie issue as it's my 1st react.js project. Can you help?

Vlad Krutenyuk (kvy) 的头像
Vlad Krutenyuk (kvy)1 年前

@garrettkjohnson is it based?

Andrew Chen 的头像
Andrew Chen1 年前

@garrettkjohnson yup

Vlad Krutenyuk (kvy) 的头像
Vlad Krutenyuk (kvy)1 年前

@garrettkjohnson is it available to try? im working on char controllers using physics. its very interesting to check alternative way

Andrew Chen 的头像
Andrew Chen1 年前

@garrettkjohnson Not at the moment, but you can try out the physics-based controller here

Vlad Krutenyuk (kvy) 的头像
Vlad Krutenyuk (kvy)1 年前

@garrettkjohnson its only for r3f, I work not in r3f

3D Web Games 的头像
3D Web Games1 年前

@garrettkjohnson Thanks for the links to ecctrl and three mesh bvh library. I have tried using rapier and the three.terrain library but havent gotten it working perfectly by using a heightmap yet. I will try these libraries.

Sourabh 的头像
Sourabh1 年前

@garrettkjohnson What does bvh stand for ?

PowerBeatsVR 的头像
PowerBeatsVR3 年前

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