VRML
three-mesh-bvh
VRML | three-mesh-bvh | |
---|---|---|
- | 5 | |
0 | 2,277 | |
- | - | |
0.0 | 9.5 | |
about 4 years ago | 1 day ago | |
JavaScript | JavaScript | |
MIT License | MIT License |
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VRML
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Tracking mentions began in Dec 2020.
three-mesh-bvh
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Procedural CAD Modelling tools for WebGL
the default one ( with the sop/boolean node ) uses https://github.com/gkjohnson/three-mesh-bvh, which is very stable already.
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Checking a mesh is inside another mesh
Have you tried using https://github.com/gkjohnson/three-mesh-bvh ? That may give you some easier collision detection tools.
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Super Soldier Battle Game - Three.js - AWS Serverless
The game is currently unplayable for me (10fps) and I can run Witcher 3, so I definitely should be able to run this. You need to do some heavy optimizations. Looking at the console, while there is a high amount of time spent on rendering, over half the frame is spent on raycasting. You have to either reduce the amount of raycasters in your game, reduce the number of objects raycast against, divide meshes into smaller chunks (default raycast loops through entire geometry, so highpoly large meshes are really bad for you) and/or use BVH to speed up raycasting https://github.com/gkjohnson/three-mesh-bvh
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FPS-style controls with a large GLB model loaded
There is a different raycast method, not too hard to implement and that probably will run a lot better https://github.com/gkjohnson/three-mesh-bvh
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Raycaster is lagging/superslow on mouse move event
or trying https://github.com/gkjohnson/three-mesh-bvh
What are some alternatives?
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