[HN Gopher] Threescaper: A website for loading Townscaper models...
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       Threescaper: A website for loading Townscaper models into Three.js
        
       Author : Red_Tarsius
       Score  : 142 points
       Date   : 2024-06-15 12:13 UTC (10 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | kibwen wrote:
       | For context, Townscaper is a lovely, meditative townbuilding game
       | (or what you might classify as a toy, since there's no obstacles,
       | progression, or external objectives). It's only $6 and I highly
       | recommend it:
       | https://store.steampowered.com/app/1291340/Townscaper/
       | 
       | In the same vein is an upcoming game called Tiny Glade, which
       | currently has a free demo available, and HN may be interested to
       | know that it's written in Rust and makes use of Bevy:
       | https://store.steampowered.com/app/2198150/Tiny_Glade/
        
         | cactusplant7374 wrote:
         | Isn't there an online version?
        
           | michelb wrote:
           | yes, a version is here: https://oskarstalberg.com/Townscaper/
        
         | michelb wrote:
         | Offtopic, but I really like the UI/UX of these games. Very
         | intuitive building. Would be cool to see some of these concepts
         | get into Unreal Editor. They already have some when it comes to
         | landscaping.
        
         | diggan wrote:
         | > HN may be interested to know that it's written in Rust and
         | makes use of Bevy
         | 
         | I seem to remember that Tiny Glade specifically makes use of
         | bevy_ecs, but not the rest of Bevy/not the Bevy graphics
         | pipeline. Maybe someone closer to the project/with better
         | memory can confirm this.
         | 
         | Edit:
         | 
         | > The gist of them is that they really enjoy Bevy's ECS, they
         | wrote their own rendering solution due to Bevy's relative
         | immaturity and their expertise, and that the migrations have
         | been really smooth: about half-a-day for the whole game.
         | 
         | According to
         | https://old.reddit.com/r/rust/comments/1d4pnj5/tiny_glade_ma...
         | and below comments
        
         | zeristor wrote:
         | Townscaper seems to be one of the few games Steam games on Mac
         | that works with a PS5 controller.
         | 
         | Nice game, I love the trick of making floating buildings.
        
       | padolsey wrote:
       | Oh my god! Seriously. Wow. This is honestly sublime -
       | emotionally. For so long I've had townscaper builds, many of
       | which were from a really crummy time for me in my life. I still
       | build at least one a week, as a kind of meditative task. I've
       | always so wanted to explore these little creations. They often
       | have embedded coves, labyrinthine stairways, and hidden gardens
       | that the normal controls make impossible to fully appreciate.
       | 
       | So this is ... wonderful.. and I'm so so so grateful there are
       | people that make these things. What a beautiful surprise to see
       | on HN! Thank you so much for sharing this :)))) EDIT: my day
       | tomorrow is entirely forecast to be spent indoors navigating
       | these little worlds. EDIT2: I wonder if there's a way to get to
       | floating castles? I seem to get dropped in the ocean below.
       | 
       | EDIT3: A rather big build I'm whiling away time on:
       | j11y.io/stuff/Town.obj
        
         | all2 wrote:
         | I'd be curious how hard it would be to add things like teleport
         | or double jump. I was telling my brother that these would make
         | pretty interesting FPS maps (really probably not what most
         | people would be using this for).
        
           | _Microft wrote:
           | Double jumps work for me.
        
       | lsaferite wrote:
       | That demo page gave me Battlefield Heroes vibes and made me
       | nostalgic and sad. Looks really cool in any case.
        
       | catapart wrote:
       | Awesome project! I've been very excited about stuff like this
       | cropping up - where people take model-builders and then load
       | those models into first/third-person 3d scenes. I know someone
       | trying to do a similar kind of thing with Cities: Skylines, and I
       | just can't wait!
       | 
       | But this is exactly as satisfying and surreal as I had thought it
       | would be. You did a great job with this! If I had one note, it
       | would be to start the player high above the map and let us fall
       | into the town so we can kind of see the whole of it, as we fall.
       | I simulated this in your demo map by running and holding jump as
       | I ran up and across roofs which resulted in some wonky super-high
       | jumps. Which I'm not saying are a bug! It just led me to being
       | way up over the map and falling back down onto, which was really
       | nice.
        
       | herpdyderp wrote:
       | When I'm in the demo, it lags to <30fps while I'm on any part of
       | the city. However, once I leave it for the water (with the whole
       | city in view), it surpasses 60fps. Why would that be? I expected
       | having the whole city in view would drop the FPS rather than
       | raise it.
        
         | zem wrote:
         | without looking at the code, I can guess that things like
         | occlusion and visibility calculations are a lot harder when you
         | are within a city than when you know the entire city is in the
         | same direction relative to the camera.
        
       | knighthack wrote:
       | This is seriously amazing! Could have potential for parkour-like
       | games, or even for exploring randomly generated liminal spaces.
        
         | simple10 wrote:
         | That was my immediate reaction as well. Some part of my brain
         | just prefers building walkways. In the web version, you
         | apparently have to keep adding walkways above a building to
         | convert it to a walkway. Super satisfying.
         | 
         | https://oskarstalberg.com/Townscaper/#IzhCuIQmN6b832-HkACCzF...
        
       | genghisjahn wrote:
       | This game is also great on the quest 2 and 3.
        
       | thatgamer44 wrote:
       | Townscaper also has a Unity WebGL build, for anyone interested:
       | 
       | https://oskarstalberg.com/Townscaper/
        
       | SamBam wrote:
       | Lovely. I love that double jump works -- you can get on top of
       | the very highest building in the demo.
        
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       (page generated 2024-06-15 23:00 UTC)