Tag: webgl

  • PaGoda Returns!

    PaGoda Returns!

    Many, many years ago…10! It was TEN years ago! :gasp: I wanted to create a space in our Burning Man camp to play Go. I wrote a little about it way back then.

    Loosely inspired by Asian architecture it made for an interesting place to play with whoever might wander by.

    The structure was designed to sort of slot together without nails or screws. It mostly worked but it was not built for a long life under the best of conditions let alone the brutality of the desert and thus it had to be burned.

    A photo of PaGoda on playa for the first time. It is immediately covered in dust.
    A composite image of the various stages of PaGoda life. Far left it starts with an extremely clean and new structure. Then a dusty, dusty version when I first installed it. Then a shot at night, and finally a shot with me and a stranger playing Go in it - possibly the last time it was constructed before it burned.

    It was disassembled, hauled to the still burning embers of the Man, and tossed to the flames. That felt like a complete and satisfying lifecycle.

    But now…

    A screenshot of the Pagoda structure as it appears in a browser.

    It lives again! Through the magic of webGL and three.js (and our friend Claude) you can visit and play Go with whoever else may be visiting right in your browser. https://vaughnhannon.com/pagoda/

    This became a great test subject for a few things.

    • Building a world in VRChat
    • Building a sufficient copy of that world in webGL
    • Use Claude Code to not only program that game of Go but also help with Unity and three.js

    I first modeled all of the assets in Blender and then set the project up in Unity. From there Claude wrote the game logic and the player interaction code to suit VRChat. (Pagoda is available in VRChat but it’s invite only until I’m able to publish public worlds).

    Once it was working there I (well, Claude) set to translate it to three.js so I could host it myself. It’s become glaringly obvious that we must build on platforms that we control in addition to providing content elsewhere. Too many platforms (3D or otherwise) have disappeared or mistreated creators.

    The process has been pretty smooth and I’m looking forward to building more worlds and adding more complicated elements to interact with.

    Now, who wants to play?

  • A little something new…

    I’ve been excited about virtual worlds for a long time now. I dabbled in VRML wayyyy back then, built things in Second Life, explored Mozilla Hubs, poked around in VRChat (more to come there) all in the pursuit of virtual spaces to augment the physical world.

    There’s been a consistent problem with all of the platforms created so far. They’re silos. You build for them and your content is stuck there. We’re just now getting to viable, open, standards for spatial experiences on the web – the most accessible and open platform.

    With that I’ve created a new space to showcase the various projects I’ve worked on. This space will evolve and change but I wanted to make something that hearkened back to the days when the internet was fun. When people were building weird, wild things and uploading them for all to see. This is also my first step in creating a virtual space that is open and accessible and not locked to a platform (using three.js, webGL, and some help from Claude). If I DO upload something to a platform you can bet it’s all built offline and ready to go anywhere. But that’s future me stuff. Current me has this to show you:

    A screenshot of my new projects display tower built in three.js and webGL.

    https://vaughnhannon.com/projects

    (it also makes a great fidget spinner on your phone)