Jump up and down various slopes -- can you balance on the nose of a dolphin?
KEY(S) | EVENTS |
---|---|
WASD | to move |
ARROWS | ^^^^^^^^^^^^^^^^^^^^^^^ |
Q&E | rotate camera |
F1 | toggle FPS |
O | Jump |
SPACEBAR | ^^^^^^^^^^^^^^^^^^^^^^^ |
NUMPAD9 | ^^^^^^^^^^^^^^^^^^^^^^^ |
LeftClick | enter fullscreen mode |
Esc | exit fullscreen mode |
Super jump (by holding the key) to far off destinations.
As of right now it's still very easy to get caught in the mesh and the 'R' key for reset doesn't quite work. Mainly because I'm building out a camera system in a different project and have not merged them yet.
Edited assets from Models-Resource.com
Often building out from tutorials and existing code causes sluggish performance. This engine in particular would freeze every few minutes for unknown reasons. Usually that can be traced to memory leaks and repeated calls in critical areas of the graphics pipeline(s).
After some debugging I located the main bottleneck in a repeated pipeline call in RenderTexture. By returning on Init, the problem was solved.
However, I enjoyed the project and so continued to tinker. Optimizing here. Cleaning-up and documenting there. Now nearly every file and line added has been modified, including the controls and jump physics.
Bullet Physics allows for complex collision between meshes. The JavaScript version uses AmmoJS (a port of Bullet). A proxy collision mesh is generated for the stage (currently at run-time).