I may be stalling

Asset Spotlight, Feature Development

The truth is that I really don’t want to dig into the camera controls for the game.  Since I’m using a FollowCamera it does a lot of the work for me but also sort of hides most of the details.  For instance, I was trying to do some very basic mouse event capture and was getting weird results.  I can only assume this is because BabylonJS is capturing mouse events as part of the FollowCamera, but I don’t really know.  What’s happening is probably well documented somewhere but I haven’t taken the time to dig in and find out yet, so for now it’s a little frustrating.  I didn’t really get anything done last night because there was a car wreck at the entrance to the neighborhood where I live and it took out the power for a big chunk of the night.

So, a distraction.  The game needed some grass.Isn’t that maybe the most realistic grass you’ve ever seen in your life, including times you’ve seen actual grass with your actual eyeballs?  It’s 24 triangles and, of course, no collider.  So I can add a ton of these to the game without affecting performance much.  Why, you ask, not just use a texture on a plane?  After all, that’s just 2 triangles.  True, but I’m trying to stick to a “materials only” style for performance reasons.  This model is actually a solid object with volume.  I may try to make some other grass that’s just a double-sided flat mesh.  I know BabylonJS can handle double-sided materials, but I’m not 100% sure how to tell it in Blender that’s what I want.  Also, I may eventually make an exception to the no textures rule for simple elements like this since I can keep the texture sizes very small.  We’ll see.

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