franck

Joined 16 years ago

Karma
641
Submissions
111
Member since
Feb 18
http://twitter.com/whatthefranck
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Recent submissions

Comment · 1 year ago
Awesome, congrats on your 2:49 run. Sure, we'll definitely let you know. Probably won't happen but I would love adding a level editor. Thanks!
Comment · 1 year ago
Wow, learning that people are sharing speedruns on YouTube totally made my day!
Comment · 1 year ago
Thanks for reporting!
Comment · 1 year ago
It's wonderful to know that your child enjoyed our little game. Thanks so much for sharing that with us!
Comment · 1 year ago
Unfortunately, we have no plans to add new controls to the game at this time.
Comment · 1 year ago
Thanks so much! With a bit of luck and talking to the right people at the right time, we got our start when Mozilla gave us the opportunity to create technical demos for the release of Firefox 4 back in 2010. Among other demos, we created a game called Mozilla BrowserQuest at the time, which really set us on the path to working on creative, tech-driven projects through word-of-mouth. These days, most of our clients are already excited about creating campaigns that can spark conversations and generate organic sharing, so we don’t usually need to sell them on the concept—they come to us because they already believe in its potential.
Comment · 1 year ago
Amazing, as the developer of this game, I wasn't even aware that you could make it under 3 minutes!
Comment · 1 year ago
Thanks! Sorry there's currently no plan to make it open source at the moment.
Comment · 1 year ago
Thanks. There's no current plan to turn this into an actual game but I agree it would neat.
Comment · 1 year ago
I should have said that it's not officially supported. For client work, we prefer not to choose an engine that may not work on a few devices and which we have no ability to fix.
Comment · 1 year ago
Unity WebGL is not supported on mobile and we needed the experience to be playable on both desktop and mobile browsers.

However, mobile browsers will be supported with Unity 6 web exports, still experimental currently AFAIK, but that should become a viable option soon.

Comment · 1 year ago
Nothing complicated, we simply have initialization code that parses the GLTF scene on startup by iterating over the children of a specific group, and creating Rapier colliders for each of them (Triangle Mesh Colliders to be specific, in order to allow things such as curved ramps). Since their geometry is very simple, we can use directly the rendering geometry for the collider geo.
Comment · 1 year ago
The main draw of the Unity Editor for us is how it auto-reloads assets, like 3D models, as soon as the asset file is updated. So the workflow is having your DCC app open in which you model things and export assets from, and Unity Editor to design your level where every model is always up-to-date.

This is not possible with Blender because it contains all models inside a single .blend file, so assets must be manually re-imported each you change them. There is a Link feature in Blender but in my experience it's not as good as what Unity does out of the box.

Comment · 1 year ago
The glowing line represents a timeline of Netlify's milestones that you have to follow in order to discover their journey. No particular reason for the physics-based gameplay except to have a bit of fun.
Comment · 1 year ago
Thanks and sorry you got stuck, we made our best effort to prevent these situations from happening but apparently they still do.

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