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Why Three.js? #28

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Vlek opened this issue Oct 26, 2016 · 1 comment
Open

Why Three.js? #28

Vlek opened this issue Oct 26, 2016 · 1 comment

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@Vlek
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Vlek commented Oct 26, 2016

To my knowledge, Three.js is a veneer over browser canvas/WebGL that allows for 3D graphics. Considering UO isn't 3D, what are you hoping to gain from using a 3D rendering library that you couldn't get using standard WebGL?

@kevinhikaruevans
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kevinhikaruevans commented Oct 26, 2016

I'm considering using it because the land is rendered in isometric 3D on the original client. Three.js has an isometric camera which would be ideal for rendering it. Trying to emulate that with 2D rendering isn't really easy and tends to have several bugs.

We can then overlay sprites (which constantly face the camera) for framed animations and items on top of the orthogonal projected map. :)

Using webgl by itself without a wrapper would be a bit too complex for me. Perhaps down the line, it could be switched to use webgl alone.

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