3. Beloola in a few words
● 6 years old company
● WebVR social platform
● User created 3D spaces
● Content aggregation
from best of breeds
platforms
● Customizable avatars
● Social interactions
5. Beloola before: a static world
● Nice worlds handled by
designers but...
● Big 3D mesh
● Long download and
parsing time
● Static world, not easy to
modify
6. Using an heightmap for collisions
● Raster image: grid of
pixels containing
height datas
● Easy to read (.raw file)
● Lightweight
● But not fit for dynamic
collision2746*4000 pixel -> 36.6*53.04 meters (118*174 feet)
8. A clean slate for better worlds
● Moving forward from
static worlds to user
generated content
● Design of a builder tool
● Development of a
system of collision
between objects
12. The octree algorithm
● External library by Collin Hover (https://github.com/collinhover/threeoctree)
● Subdivise the scene in cubes to simplify proximity
calculation
"Octree2" by WhiteTimberwolf
14. Handling collisions on movement
● Avatar has to check for
collision on movement
● Multiple collision
directions to look for
● Too much collision
detection can be costly