interstellarjs / planettech Goto Github PK
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License: Other
PlanetTechJS is an open-source JavaScript library built using vanilla THREE.js, for creating and editing planets at scale
License: Other
Hey.. since I could not find any contact details...
We've been creating decentralized minecraft running atop of our very first
decentralized operating system.
https://twitter.com/gridnetproject
How cool is that?
we could extend this towards inter-planetary 'minecraft' sort of a game as well...
Would be wonderful to have you abord!
Let's get in touch?
Of course all incentives would be in place, we've got financing available.
My Telegram handle: @Rafal_GRIDNET
Regards,
Rafal Skowronski
CEO of GRIDNET Technologies LLC
[email protected]
Mobile: +48 600 454 394
tel/fax: +48 (61) 665 2963
Department of Computer Science
Poznan University of Technology
Conference Center, Room 5
You have to double refresh the page when switching backend from WebGPURenderer and WebGLRenderer
after updating Threejs version to v0.156.1 CubeMap is broken because of a bug in ThreeJS NodeMaterial using glslFn
and wgslFn
. Waiting for the next update that fixes the issues mrdoob/three.js#26844
ThreeJS version 163 NodeMaterial no longer works For WebGL2. I need to remove it so the official demo can render the basic planet again.
Right now frustum culling off because the culling happens too early. Need to get the correct bounding sphere for each quad so the camera knows the quad is inside the camera frustum.
WebGPU causes edge seams between each face to be more dramatic compared to that of WebGL
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