[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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