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https://github.com/gre/js13k-2017
AMAZ3D is a game, made in a few days for js13k 2017 gamejam.
https://github.com/gre/js13k-2017
js13k
Last synced: 30 days ago
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AMAZ3D is a game, made in a few days for js13k 2017 gamejam.
- Host: GitHub
- URL: https://github.com/gre/js13k-2017
- Owner: gre
- Created: 2017-09-13T10:38:31.000Z (about 7 years ago)
- Default Branch: master
- Last Pushed: 2017-11-07T09:46:16.000Z (about 7 years ago)
- Last Synced: 2024-10-01T03:23:45.129Z (about 1 month ago)
- Topics: js13k
- Language: JavaScript
- Homepage: http://js13kgames.com/entries/amaz3d
- Size: 280 KB
- Stars: 4
- Watchers: 3
- Forks: 2
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
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README
# AMAZ3D
[-> LINK TO THE GAME ENTRY <-](http://js13kgames.com/entries/amaz3d)
> AMAZ3D is a game, made in a few days for [js13k 2017 gamejam](http://js13kgames.com/entries/amaz3d).
**AMAZ3D is a 3D Maze puzzle. connect 2 metaballs by rotating the maze cube. Progress over more and more complex levels.**
![](doc/big_screenshot.png)
Controls:
- on desktop, you can use the keyboard (QSZD / ASWD / arrows + optional use of SHIFT)
- you can also plug a XBox controller in!
- on mobile, just drag to rotate.## Mea Culpa
That game is not finished as I wish it was *(I had only a ~2 days window this time)*. It would definitely deserve more work in the level design & generation as well as more game mechanisms to be funnier to play.
I still like this current state even if everything is a bit unpolished (some level tends to be harder even at beginning). I'm a bit surprised and didn't expect a 3D maze was kinda challenging.
**Rotating** the cube instead of moving in a static world makes it more challenging because you quickly become **LOST**. You kinda need to memorize the 3D path as you rotate to go faster.
Another challenge in the game is, when there are pipe intersection and you want to make a turn, you need to have the correct rotation so you fall in the turn and not slip down. This makes it very challenging when there are lot of intersection.## Tech Notes
The game graphics are implemented with Signed Distance Functions raymarching technique running in a single GLSL fragment shader.
This is in continuation of my 2 previous games: https://github.com/gre/memocart and https://github.com/gre/ld39 .
### Preamble: 3D map cell: coordinate vs index
Given a map dimension (e.g. 8x8x8),
There are 2 ways a map cell is represented:
- the classical coordinate format: `[x,y,z]` (where x,y,z are integer contained in the map dimension (e.g. `0<=x (acc << 1) | n, 0)
<< 2;
}
````getCellConnections` returns an array of boolean that check if there is a connection with the 6 neighbors. It it more convenient for rendering to use this new data format (instead of the edges array) so the rendering will directly know what a given cell is connected to with a simple array lookup.
Cell connections data are encoded in the texture using 6 biggest bit of Uint8.
so at the end, the texture is just a 256x1 image in case of a 8x8x8 map. First thing we can do is implement cellValue, an utility function to retrieve the array value of a 3D coordinate with a texture lookup:
```glsl
float cellValue (vec3 id) {
return texture2D(mapT, vec2(
(
id[2] + mapDim[2] * (id[1] + mapDim[1] * id[0]) // index
+ 0.5 // safe for windows
) / (
mapDim[0]*mapDim[1]*mapDim[2]
), 0.5)
).r;
}
```and then we can decode it!
> in GLSL, texture value is between 0.0 and 1.0, not actually a integer!! so to decode the data in WebGL bit by bit, we have no other choice than using these `*= 2.`. (we could cast to int, but WebGL1 don't even support the binary operators).
```glsl
float v = cellValue(cellCoordinate);
v *= 2.;
float right = floor(v);
v -= right;
v *= 2.;
float left = floor(v);
v -= left;
v *= 2.;
float up = floor(v);
v -= up;
v *= 2.;
float down = floor(v);
v -= down;
v *= 2.;
float front = floor(v);
v -= front;
v *= 2.;
float back = floor(v);
```These value allow to add or not some cylinder to render the pipe system.
The [vec2 sdCell (vec3 p, float v, vec3 id)](src/shaders/game.frag#L62) GLSL function do this job in the signed distance function paradigm.
## rendering don't loop on all map cells
One important point to understand for this paradigm is we're not actually going to loop over all cells to render them all! What we do is, for a given position, figuring out what cell we're in. And to do that, we can simply use this `pMod3` function:
```glsl
vec3 pMod3(inout vec3 p, vec3 size) {
vec3 c = floor((p + size*0.5)/size);
p = mod(p + size*0.5, size) - size*0.5;
return c;
}
```like this:
```glsl
vec3 id = pMod3(p, vec3(1.0));
// p is now modified in place to be the cell relative position
// id contains the cell coord (e.g. (1,3,5) )
float cell = cellValue(id);
if (cell != 0.) { // (DAMN i should have tried to avoid this if^^)
d = opU(d, sdCell(p, cell, id));
}
else {
// see note below...
d = opU(d, vec2(0.03 + vmin(vec3(
mix(0.5 - p.x, 0.5 + p.x, step(0.,dir.x)),
mix(0.5 - p.y, 0.5 + p.y, step(0.,dir.y)),
mix(0.5 - p.z, 0.5 + p.z, step(0.,dir.z))
) / (1.0 + dir)), 0.));
}
```> In the else block, you see a complex formula.. what this is trying to do is giving the closest distance to the next cell (in the ray direction). This is a hack and don't work that well (Have not really figured out the proper way yet to avoid the **mod() edge glitch**)
### mod() edge glitch
![](doc/glitches.png)
this is the downside of the no-loop approach: in some cases, a ray might miss a cell object! especially when objects touches the edge of the cell... that's a complex problem (attempted to be solved with the else block above). One way could have been to consider the neighbor when rendering one cell, but still you could fall in the problem again if there is nothing in 2 consecutive cells..
### adding more glitches as a feature
Running out of time fixing this glitch, I've decided to actually add in more glitches at important moment: when the game starts, when the game is about to time out. I let you discover them yourself :)