Software for web-based 3D rendering

Joined March 2015
That minimap in the lower left corner is the actual world map. Imagine Google Maps + Need For Speed. Hop.Earth early access is coming soon. Drive anywhere on the planet @120 FPS in the browser #threeJS #webgl #indiedev #gamedev #indiegame
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The viewing distance just went from 3-4km to up to 200km in Hop.Earth! There's a cool point on La Gomera island where you can see other Canary Islands all around it. El Hierro, La Palma and Tenerife, but with the Extreme distance setting you can even see the island behind Tenerife - Gran Canaria, which is well over 100 miles away from this point!
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btw by default the setting is "medium" to not affect racing performance or loading speed. "far" is more than enough for really distant mountains. In practice "extreme" is only needed if you need to see something specific from a good vantage point
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No more waiting for GTA VI! Now you can drive and race anywhere in the world, directly in the browser, instantly and for free Hop.Earth It's been a while since the last update because there are so many new features that I'm getting lost: - Now you can play on your phone! - The above is thanks to tens of performance upgrades that made seamless world loading almost jank free - True infinite mode - You can now drive for thousands of kilometers thanks to the new dynamically shifting origin - Automatic low-spec mode - devices with just 8GB RAM are now mostly supported - Grass! It flattens under your car's wheels - Cool new minimap with a custom Tactical Dark style matching the game's look and feel - Multiple camera modes - There's more but that's enough text for this update #threejs #webgl #racing
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Another deployment is done. There's a cool new flag at the end of the race. Similar but different. No one ever complained about the headlights but now they are improved.
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My control panel says people circled The Earth 4 times in Hop.Earth! 162 thousand kilometers! This is counted only in the recent week or so since driving statistics are the newest feature. Now you can see how much you've travelled, how much of this was off road and on foot. I still have to piece together how many times our planet was actually circled from the old data before the detailed records began i.e. sessions started * average driving length * game stability(initially it was poor)
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Just deployed a new version shaving off another couple of hundred of MBs from RAM. Devices with just 8GB RAM should be more stable now
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Este desarrollador metió el planeta entero en una pestaña del navegador y ya conduces por cualquier carretera. Hop.Earth genera el mundo delante de tu coche en tiempo real con datos de OpenStreetMap y elevación satelital. Gratis y sin instalar nada.
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Ce développeur a mis la planète entière dans un onglet de navigateur, et tu peux désormais conduire sur n’importe quelle route. Hop.Earth génère le monde devant ta voiture en temps réel à partir des données d’OpenStreetMap et des données d’élévation satellite. Gratuit et sans rien installer.
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A new batch of updates deployed in Hop.Earth! Before and after video. - Another reason for terrain sticking through the roads in some places fixed - now it's going to be very rare - No more driving through visible terrain or colliding with invisible terrain - alignment between physical and visual mesh is now 1:1 - Radio music is now 50% quieter than the built-in music - radio stations use too much compression - Fixed car entering issue when the character sometimes wouldn't approach the door I just separated these bug fixes from the big set of features I've been working on. Releasing the big one soon!
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TRUCO DE VIDA: Escribe qué quieres conseguir hoy antes de abrir el móvil. Lo cambia todo.
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As requested, now in Hop.Earth anywhere in the world you drive, a local radio station will play. Press N to switch to the next radio station around your location! This is in exploration mode. During racing it's still dynamic Viking DnB music
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Finally verification emails are coming though in Hop.Earth If you haven't received one, there's a new button under the comments to resend it. Finishing the race is still required to comment :)
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Nice, the first comment from a track creator is here!
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Just deployed a new feature in Hop.Earth, you can now comment under the routes! To be able to comment you must at least once finish the race in question :) Upon submission the comments are moderated by a small local AI, they aren't sent through any 3rd party APIs.
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Goodbye clicking on Google Street View to check out the route! In your browser, with Hop.Earth you can actually drive anywhere in the world🚀 You can also create multiplayer races🚗🏎🚓 The world is generated ahead of you in real-time from OpenStreetMap data combined with satellite elevation data as you drive. Just added a WIP of night mode and replaced the placeholder terrain/road textures with some nicer physics-based textures. Also now anywhere you go a million street lights will be added too. This is actually slowly starting to look like the promised Need For Speed + Google Maps #threejs #gamedev #indiedev Single player mode: Just find a location, click anywhere on the map and click "Hop Here". After parachuting down hold X to call the car to the road. Multiplayer mode: Click on "Create race" and select start and finish points. A route will be plotted. Click on Share Race to get the link and start racing!
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LOTS of updates are now deployed in Hop.Earth since the early-access launch. Especially related to the loading and performance issues. At some point I'll add nitro cool down, but until then enjoy spamming it (press J) to reach 600 km/h 😁
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Hop.Earth - drive anywhere on the planet in the browser! BIG UPDATE - just deployed: - Implemented a new system for boundary intersections. It prevents gaps showing in roads when an intersection is right at the edge of a tile. That's the first case in the video. - Multiple issues with height detection fixed (i.e. bridges and tunnels blocking roads - many cases still remain) - increased overall brightness in the night mode (currently the default) - fixed certain building walls shooting up to the sky If you find broken intersections, bridges etc, comment with coordinates (open the map and click on your position arrow to show the coords)
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Finally after almost a month of fighting fires with stability, servers and performance since Hop.Earth gained unexpectedly huge amount of attention, I'm back to work on the core functionalities. First of all, time to start fixing the spaghetti intersections and increase the drivable:broken intersections ratio. The automatic intersection-building logic was built by hand, starting a few years ago but now AI will be involved in investigating of countless real-world edge cases throughout the full generation chain. Impactful updates coming soon!
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And so it begins! The new tool for reporting problematic areas to AI will speed up edge-case investigations A LOT.
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