Replying to @mouldy_shoe @threejs
Happy to answer as many questions as I can my discord is "customrl"
Replying to @akibhabad @threejs
Can look thru this thread, this is my friend who I was playing against
sounds are pretty much the dead give away because I didn’t put much time into them. Specifically the ball sound is wrong because it’s supposed to change based on speed and such but I never got to it. Master leveling on all the sounds is off as apparent
Replying to @MrCollison @threejs
i exported assets and disassembled the exe for any numbers that were needed.. what's your point exactly? the net code is approached in a similar way because i dont have access to their backend obviously.
Replying to @RealTriHouse @sjmpson11
Yeah it runs more or less smoothly, which for a browser is pretty crazy. Most of the "lag" comes from the engine (threejs) itself, which, makes sense. But ultimately it is completely playable which is cool. As Simpson said though, utilizing GPU acceleration chrome handles it.
Replying to @CustomRL @YSBoomOfficial
Agents assigned to converting all 53~ standard maps ran for over 40 hours straight
Replying to @YSBoomOfficial
I wasn’t using API pricing, just tokens included in my subscriptions that I’m gonna guesstimate close to $9,000 worth off the top of my head. If I hit a limit, it’d just auto continue yeah
Replying to @YSBoomOfficial
I’ve more or less perfected a workflow that utilizes memory files so it would be aware of the goals and progress and it used GitHub for keeping track of issues and resolving them by itself. It would automatically assign agents based on the feature goals I set
Replying to @YSBoomOfficial
Claude ran Fable and Opus for about two weeks straight day and night and then I did most of the physics rework myself.
Replying to @YSBoomOfficial
FPS is vsynced due to chrome, you can run chrome without vsync but I didn’t care to. But it runs alright, input lag is noticeable definitely while recording. And part of it comes from just from threejs by nature. But it’s pretty stable.
Replying to @YSBoomOfficial
yup. Nothing was inferred it was either a pulled asset or for some numbers were pulled from the disassembled exe. Then for physics I modified rocketsim because it’s only 98% accurate a few things were jank
Replying to @YSBoomOfficial
Yeah I’m pretty well versed in rl modding so decrypting and getting all the assets was pretty easy. Not ever getting published just wanted to show proof of concept of what’s possible
Replying to @YSBoomOfficial
Nope, is def a clone, I would’ve shown my chrome but I didn’t wanna leak my server ip, towards the end of the gameplay bug you can see a lot of the unfinished and unpolished stuff I didn’t finish. Or just things like the server name in the top left


