
The optimiser that moved every propeller's pivot
Rotors wobbled and a catapult threw from the middle of its arm, though every source model measured correct. Mesh quantization had moved each part's pivot.
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Development posts tagged three-js. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.
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Rotors wobbled and a catapult threw from the middle of its arm, though every source model measured correct. Mesh quantization had moved each part's pivot.

How we turn a text brief into an animated 3D unit for a browser RTS: Gemini concepts, Meshy meshes, agent-driven Blender rigging, and Mixamo clips, now open source.

Fences, ruins, barricades and camp dressing are functions that build a mesh, not downloaded models. One painted sheet gives them all a hand-painted finish.

Players reported workers disappearing at the gold mine. They were inside, mining, for four seconds a trip. Now the mine lights up while anyone is in it.

A worker walking home with gold now wears a sack of it. Fitting one load onto a dwarf, a ratman, a scaleling and an elf took a chest bone and a measured back.

Every faction's walls are procedural 3D models in three upgrade tiers, drawn to match its buildings, with gates that open for friends and a pathfinder that knows.

A waygate ships as one unpowered picture. The light turning inside its arch is drawn by code, from a single field the 2D bake and the 3D shader both read.

All 21,864 models in this game shipped with a flag nobody chose, drawing their own hidden interiors into every frame and every shadow. A default that arrives with an asset was never a decision.

Five stack choices and what each one charged: a physics engine never allowed near the simulation, a renderer whose failure mode is a blank white map, and 1,266 files with no upstream maintainer.

Zoom out on an eight player map and the game asked the graphics card to draw every unit separately. Grouping them took 1,392 requests down to 96.

A month of planned work was aimed at reducing triangles. Fifty five captures with real graphics card timers said the frame was going somewhere else.

Every level of detail is a real mesh now. Switch points come from how many pixels a thing covers, and a zoomed-out jungle went from 113M triangles a frame to 7M.