ThreeJS page/scene transition - three.js

I am trying to figure out the concept on how this site (http://igoodi.eu/) do its transition between different objects. Like when you are in the homepage and try to scroll down, the scene rotates vertically (maybe 90degrees). I want to know on how to do this or maybe the concept behind this.
The thing is I want to implement a three faces/pages (Triangular Prism) in a website. And the transition will be like it would rotate horizontally and it will display the other face of the triangle.

Related

React Three Fiber darken unhovered elements

I am using react-three-fiber. I have multiple groups of meshes on my scene.
I want to achieve that upon interaction (mouse hover or click) I darken the scene except for the hovered mesh or group. This selection would change depending on what I hover over.
Is this best done through shaders or post-processing?
I've got meshbasicmaterials with baked image textures.
I am quite a noob, and I will have to learn how to do either way, but I need some pointers on which way is best to go.

Perspective transform in THREE JS

I found few incomplete threads regarding Perspective Transform using Three JS.
I was looking to have a rectangle with video texture on it, and each corner one after another will animate to fullscreen or in reverse. As each corner animates the texture should stretch. Something like this demo but in Three JS.
It will be great help if someone can point to an example, docs or resources to get this effect.

Tiledmap stays dark after world rotation in Phaser

I want to create a top down game, on which the "camera" rotates with the character (like in Tap Tap Dash). But Phaser does not implement camera rotation, so I followed this thread to create a world group, which will be rotated.
As you can see in the following screenshot, after rotating the Tilemaps (the road and the arrows) as well as the sprites (the coins), black areas occur. What is really strange is that the sprites are rendered correctly as you can see on the bottom of the screenshot, but the Tilemaps are not fully rendered.
I have tried to resize the world again and trying all kind of methods of the camera, world and layer object. But I am out of ideas. Hopefully someone can give me a hint how to approach this problem.
Thank you!

Isometric Sprites

This might be a stupid question but I'm stuck and can't get passed it. I'm making a isometric game and I have my map built using tiles, I just followed this tutorial to build the map, http://www.binpress.com/tutorial/creating-a-city-building-game-with-sfml/137. But now I don't know how to add character sprites. Do I have to add these sprites using tiles as well or do I just draw the the sprites into position of the screen. Any help would be much appreciated.
As far as I can tell from the engine, just follow the "Textures and Animations" guide and draw the Animation to the screen after you have drawn the tiles. This isn't a complicated engine, so you are only working with 2D sprites being drawn to the screen (the 3D effect is merely tricks of painter's algorithm to make it work...there is no z-axis from what the tutorial indicates)
The depth is done by the order of tile rendering
The same goes for objects,players,etc... Let assume plane XY is parallel with the ground and Z axis is the altitude. Then your grid would be something like this (assuming diamond shape layout):
Order of rendering
You have to handle object,players and stuff sprites in the same way as tiles (and in the same time). so you should render all cells in specific order dependent on your grid layout and sprite combination equation. If your sprites can overwrite already rendered stuff then you should render from the most distant tiles to the closest to the "camera". In that case the blue direction arrow on above image is correct and Z axis should be increasing in the most inner loop.
So now if you got any object,player or stuff placed in cell (x,y,z) then you should render it directly after the cell (x,y,z) was rendered prior to rendering any other cell.
To speed up is a good idea to have objects and players in your tile map as a cell. But for that you have to have the tiles in the right manner and also your map representations must be capable of doing so.

How do I animate clouds?

I have 3 nice and puffy clouds I made in Photoshop, all the same size, now I would like to animate them so they appear like they were moving in the background. I want this animation to be the base background in all my scenes (menu,settings, score, game).
I'm using cocos2d, I have setup the menus and the buttons so the work but how do I accomplish this?
I was thinking to add this as a layer, any other suggestions?
Can anyone show me how some code how to make this please?
David H
A simple way to do it is with sine and cosine. Have slighly different parameters (period and amplitude) to ensure that the user doesn't realise (as easily) that they are programmatically animated.
You may also want to play with animating the opacity value. I'm not sure if layers have those, otherwise you'll have to add the clouds to separate nodes or images and applying it to them.
It's hard to be more specific without knowing what the images look like.
The simplest way to animate anything is to add the sprite to the scene, set the position and call something like...
[myClouds runAction:[CCMoveBy actionWithDuration:10 position:CGPointMake(200, 0)]];
This will slide the sprite 200px to the right over 10 seconds. As Srekel suggested, you can play around with some trig functions to get a more natural feel and motion paths, but you'll have to schedule a selector and iteratively reposition the elements.
The more difficult part of your questions is about getting the animation in the background of all scenes. Keep in mind that when you switch scenes, you're unloading one node hierarchy and loading a new one. The background cannot be shared. You CAN, however, duplicate the sprites and animation in all scenes, but when you transition between them there will be a jump.

Resources