is it for optimization? How lightweight can a scene get?
by user 263967078346653697
is it for optimization? How lightweight can a scene get?
by user 263967078346653697
Exactly one reason is optimization. Being able to show content as fast as possible is very important in the web.
Scenes can be < 100 KB, it really depends on what you call a scene and put in there.
I was thinking of making a low poly city
by user 263967078346653697
In cas of the website: some scenes are 100kb, some are 400kb, some are a few MB
and the website experience would be moving with camera through it
by user 263967078346653697
i want to have a couple of 3d avatars
by user 263967078346653697
which are like 13k polygons each
by user 263967078346653697
is that doable?
by user 263967078346653697
i guess im looking at it wrong
by user 263967078346653697
are there any examples of heavy scenes made with needle as websites?
by user 263967078346653697
For heavy scenes you usually start to split it up into chunks (typical for games too) where you then load / unload content that’s needed / not needed, quite similar to what we do in the website
So yes, doable, and depending on how complex your world is you may not even need to do that for a start - our progressive texture tech ensures that everything only has low-res textures at the start and high-res textures are on loaded when objects come into view
thanks for a reply
by user 263967078346653697
would i really need to handle chunk loading?
by user 263967078346653697
isnt it like with regular unity
by user 263967078346653697
if you don’t look at somethinng, its turned off
by user 263967078346653697
from rendering
by user 263967078346653697
So there are mainly two things to think about.
to answer your question about rendering: it’s the same, if you dont look at it threejs does cull it. BUT threejs has of course still to traverse all objects and figure out what’s visible. Same on native of course but there you can (as of now) more do stuff like culling on the gpu more efficiently. GPU and compute support are coming to the web too but it’s still early and not yet widely supported/the standard.
Download size: it’s what Felix was talking about above. In a normal native app you have it already on your machine and people are used to/accept downloading huge apps and games. On the web it’s a different story. You want to show some content as fast as possible and if your website keeps loading even a few seconds people tend to leave. That’s when one option is to structure your app/game in a way to allow loading content dynamically (which you can easily do with Needle Engine and our e.g. Unity or Blender integrations). Then you have a relatively lightweight base scene and you can load heavier stuff in the background (we also provide some optimization for that out of the box already, for example by high-resolution loading textures progressively when they become visible and only load lower-res textures when the file is loaded for the first time)
aaaaa
by user 263967078346653697
thanks so much
by user 263967078346653697