Incredible time! 0.41 is super fast—well done! Thanks for sharing the screenshot. If you have any tips or ideas on how to make the game more challenging, feel free to share. Great job!
Thanks for the honest feedback! You’re right—this was mainly a tech demo to explore some of the capabilities in R3F, but I’m glad the timer start helped the experience feel smoother. Congrats on that 0.58! If you have suggestions for making the obstacles or mechanics more engaging, I’d love to hear them!
Wow, 1.01! That’s an impressive time—almost breaking the 1-second mark! Thanks for sharing the screenshot. If you have any tips or ideas on how to make it more challenging, I’d love to hear them. Great run!
Nice score! You’re getting quick at this! Thanks for sharing the screenshot—love the competitive spirit. Let me know if there’s anything you think could make the game even more challenging.
Thanks for trying it out on mobile! Currently, the game is optimized for desktop, but I’ll definitely look into mobile compatibility for future updates. Your feedback on the specific behavior helps a lot!
Actually, in this case, R3F refers to React Three Fiber, which is central to the project. However, I can see how it might look like an auto-generated name—thanks for the heads-up!
Exactly! I used React Three Fiber (R3F) for the 3D scene, drei for utilities, and rapier for physics, all by the Poimandres collective. Their libraries like zustand have also been essential in other projects. Thanks for sharing these details with everyone!
You’re right! The title references the main packages used in the project: R3F (React Three Fiber) for integrating React with Three.js, drei for helpful components, and rapier for physics. I’ll consider giving it a more descriptive title for clarity—thanks for noticing!
Great suggestion! I’ll add arrow key support so it’s accessible for more players. It should be an easy addition in the next update—thanks for the idea!
Thank you for the feedback! The obstacle-spawning issue might stem from timing inconsistencies—I’m working on fine-tuning this to make sure all obstacles spawn as expected. For the leva component, I’m exploring ways to improve event handling to prevent erratic behavior. Any specific instances you encountered would be really helpful for further troubleshooting!