
Making spells look like spells
An MIT-licensed three.js casting sandbox became the spell renderer, after a Z-up remap, an ink-banding pass, and a rule about which number decides a spell's size.
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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.
18 posts · page 2 of 2

An MIT-licensed three.js casting sandbox became the spell renderer, after a Z-up remap, an ink-banding pass, and a rule about which number decides a spell's size.

The map used to be a flat plane with rock painted where you could not walk. Now the ground rises, cliffs block, ramps are the doors, and high ground sees.

Grass now bleeds into dirt along a warped contour instead of a grid of transition tiles, and the 2D and 3D views of a map finally draw the same world.

When four hundred units meet, deciding what they do and drawing them take turns. This is what had to be true before those two jobs could stop competing.

Four hundred animated units is the worst thing you can ask a renderer to do. Storing the animation as an image instead removes the skeleton entirely.

In April the camera stopped looking straight down. What a player got when a canvas RTS was rebuilt on three.js, and what the simulation never noticed.