EugeneHlushko / threejs-react-pure

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WebGL boilerplate for scene based experiments powered by React ES6/ES7 and Three.js

Running the boilerplate

  1. npm i - first install dependencies
  2. npm start - just start the webpack and dev server

Features

  • React ES6/ES7 based three.js playground
  • gui
  • shaders
  • scenes
  • loading
  • saving
  • stats
  • code splitting and pre-loading
  • per scene loading
  • reselect selectors for performance

Small things

  • Game pause
  • Game pre loader
  • Shader multi-pass system (TBD)
  • Tests covering functionality (TBD)

Scope of this boilerplate

- React and three.js
- Texture pre loading
- Models pre loading
- Scene pre loading
- Player data pre loading
- Switching between scenes
- Shader pre loading
- Multiple shader passes

Under consideration to be in scope

- Player controls, you might not need a player object in the experiments
- Talking to Server, i will just add dummy methods for sagas
- Mongo and small api on server side for save/load?

Out of scope

- World Gravity
- Player/enemy Jumping

TODO:

  • Intersection between objects
  • Dialog: text and options, callback for choice done.
  • Player object: TODO: Receive Model from modeler;
  • Simple default level switch to next - this requires dialog
  • Add way to include shaderpass
  • Add a way to preload and use models in scenes for objects
  • Reactotron or similar for most convinient redux development experience
  • Consider GSAP for tweens
  • Inventory
  • Eject from create-react-app. Under consideration.
    • Add node-sass, change styles from pure css to scss. Still not sure on this
    • Add more rules for webpack, go with webpack 2. Maybe CRA has it by that time.
    • Extend eslint airbnb config
  • Set up dev/prod environmental builds
  • Deploy to Zeit's now to share your experiments with folks

Done:

  • Player movement: move over terrain height
  • Player controls: moving player over the map with wasd
  • Add src to path lookup to avoid ../../xx imports
  • Define scope for BP
  • Player reducer
  • Routing
  • Use store for storing some data across scenes
  • Per scene loading, changing levels don't break the game.
  • Properly render scene canvases, dont change dom

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