Create .env file based on .env.example
Download and install Node.js then run this followed commands:
# Install dependencies
npm install --force
# Serve at localhost:1234
npm run dev
# Build for production in the dist/ directory
npm run build- Time
- Inputs
- Player:pre-physics (Inputs)
- PhysicalVehicle:pre-physics (Player:pre-physics)
- Physics
- PhysicsWireframe (Physics)
- Objects (Physics)
- PhysicalVehicle:post-physics (Player:pre-physics)
- Player:post-physics (Physics, PhysicalVehicle:post-physics)
- View (Inputs, Player:post-physics)
- Intro
- DayCycles
- YearCycles
- Weather (DayCycles, YearCycles)
- Zones (Player:post-physics)
- VisualVehicle (PhysicalVehicle:post-physics, Inputs, Player:post-physics, View)
- Wind (Weather)
- Lighting (DayCycles, View)
- Tornado (DayCycles, PhysicalVehicle)
- InteractivePoints (Player:post-physics)
- Tracks (VisualVehicle)
- Area++ (View, PhysicalVehicle:post-physics, Player:post-physics, Wind)
- Foliage (VisualVehicle, View)
- Fog (View)
- Reveal (DayCycles)
- Terrain (Tracks)
- Trails (PhysicalVehicle)
- Floor (View)
- Grass (View, Wind)
- Leaves (View, PhysicalVehicle)
- Lightnings (View, Weather)
- RainLines (View, Weather, Reveal)
- Snow (View, Weather, Reveal, Tracks)
- VisualTornado (Tornado)
- WaterSurface (Weather, View)
- Benches (Objects)
- Bricks (Objects)
- ExplosiveCrates (Objects)
- Fences (Objects)
- Lanterns (Objects)
- Whispers (Player)
- InstancedGroup (Objects, [SpecificObjects])
- Audio (View, Objects)
- Notifications
- Title (PhysicalVehicle:post-physics)
- Rendering
- Monitoring
- Mute the palette texture node (loaded and set in Three.js
Materialdirectly) - Use corresponding export presets
- Don't use compression (will be done later)
Run npm run compress
Will do the following
- Traverses the
static/folder looking for glb files (ignoring already compressed files) - Compresses embeded texture with
etc1s --quality 255(lossy, GPU friendly) - Generates new files to preserve originals
- Traverses the
static/folder looking forpng|jpgfiles (ignoring non-model related folders) - Compresses with default preset to
--encode etc1s --qlevel 255(lossy, GPU friendly) or specific preset according to path - Generates new files to preserve originals
- Traverses the
static/ui.folder looking forpng|jpgfiles - Compresses to WebP
