pxlNav Example :: The Outlet

Run around in this water side environment,
A water-way with a lighthouse & coastal plant life.

On Mobile, your Left thumbstick is Movement
While your Right thumbstick is Look / Rotation
Tap the Upper Half of the screen to Jump

On PC, use WASD or Arrow keys to Move
Left Click & Drag or Right Click Toggle
With your mouse to Look around
Space to Jump - & - Shift to Run

Press the P key to pause the system
Tap the Y key to open the Shader Editor
Bump G to open Graphics settings
Nudge H for the Help menu
Bop I to squeek an Info screen

The background of this page is running 'pxlNav',
   A javascript package to extend Three.js for more interactive / game like mechanics.

pxlNav is a player controller + rendering set-up that brings more interactive functionality to Three.js.
   It's basically a wrapper for Three.js, using Three's renderer, character rig + animation features, to create something like a game engine... I guess.


Install it for your web project using NPM
npm -i pxlnav

If you are familiar with GLSL,
Press the Y key to use the Shader Editor in pxlNav.


You can use any 3d modeling software to make interactive environments called Rooms, making it a little easier to make games/interactive environments.

It supports rig + animation fbx files for your character animation, and a simple curve in your scene can act as your camera path ( add another if you want the camera to look somewhere as it's traveling the path ).
   Animated textures by using a second texture, particle effects, FPS navigation, ground collision, obstacles, items, portals, and more.

Lets say, in Maya or Blender, you make a scene, add extra User Detail attributes to your objects to tell pxlNav how to interact with them.
Giving you the ability in your modeling software to set up-
   Teleporter colliders within scene or between Rooms, set item pick-ups, ground colliders, animated textures, and more set in your 3d modeling software of choice.

   For customized object coding in javascript, mark objects as 'isScripted' and you can easily access that specific object by name in code.

   Then pxlNav loads your FBX and acompanying javascript file as a Room that can be portal'ed to if ya wanted.

Note : GLTF & GLB using Draco compression is nearly implemented & bug free, added to the next version of pxlNav, v1.0.0
     To be released with support for React & Next and example projects for each.
       See the v1.0.0-dev branch for progress.