mirror of
https://github.com/Floriansylvain/generic-threejs-game.git
synced 2026-08-19 11:43:18 +02:00
clean: small code cleaning
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+1
-6
@@ -37,7 +37,7 @@ function App() {
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className="canvas"
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className="canvas"
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ref={container}
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ref={container}
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shadows={{ type: PCFSoftShadowMap }}
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shadows={{ type: PCFSoftShadowMap }}
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camera={{ fov: 50, frustumCulled: true, near: 0.1, far: 129 }}
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camera={{ fov: 50, frustumCulled: true, near: 0.1, far: 200 }}
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>
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>
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<Cubes cubesPosition={cubes}></Cubes>
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<Cubes cubesPosition={cubes}></Cubes>
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@@ -52,17 +52,12 @@ function App() {
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>
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>
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<Player></Player>
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<Player></Player>
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<ChunkGenerator></ChunkGenerator>
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<ChunkGenerator></ChunkGenerator>
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{/* <Chunk position={new Vector2(0, 0)} seed={2234180}></Chunk>
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<Chunk position={new Vector2(100, 0)} seed={2234180}></Chunk>
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<Chunk position={new Vector2(0, 100)} seed={2234180}></Chunk> */}
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</KeyboardControls>
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</KeyboardControls>
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</GameContext.Provider>
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</GameContext.Provider>
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<ambientLight intensity={1} />
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<ambientLight intensity={1} />
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<color args={["lightblue"]} attach={"background"}></color>
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<color args={["lightblue"]} attach={"background"}></color>
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{/* <gridHelper args={[100, 100]}></gridHelper>
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<axesHelper args={[100]}></axesHelper> */}
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<EffectComposer enableNormalPass>
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<EffectComposer enableNormalPass>
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<Bloom mipmapBlur luminanceThreshold={0.4} />
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<Bloom mipmapBlur luminanceThreshold={0.4} />
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<Vignette eskil={false} offset={0.2} darkness={0.8} />
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<Vignette eskil={false} offset={0.2} darkness={0.8} />
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@@ -15,12 +15,13 @@ const grassTexture = new TextureLoader().load("./texture_grass.jpg");
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grassTexture.wrapS = grassTexture.wrapT = RepeatWrapping;
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grassTexture.wrapS = grassTexture.wrapT = RepeatWrapping;
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grassTexture.repeat.set(100, 100);
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grassTexture.repeat.set(100, 100);
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const SIZE = 100;
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const SCALE = 5;
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const SCALE = 1.5;
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const AMPLITUDE = 10;
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const AMPLITUDE = 30;
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const OVERLAP = 0.5;
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const GEOMETRY = 50;
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const GEOMETRY = 50;
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const CHUNK_SIZE = 100;
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const SIZE = 100; // CHANGE WITH CAUTION
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const OVERLAP = 0.5; // CHANGE WITH CAUTION
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const CHUNK_SIZE = 100; // CHANGE WITH CAUTION
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const ADJUSTED_GEOMETRY = GEOMETRY + OVERLAP * 2;
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const ADJUSTED_GEOMETRY = GEOMETRY + OVERLAP * 2;
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const ADJUSTED_SIZE = SIZE + OVERLAP * 2;
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const ADJUSTED_SIZE = SIZE + OVERLAP * 2;
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