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Frames — Triangles — a frame Drag to look round · wheel to zoom

This is not a game yet. It is one character, drawn out of about sixty solid shapes with no artwork involved anywhere, so we can find out how good a 3D side-scroller can be made to look before anybody spends a week drawing one. Everything you can press below is a piece of the thing the real game would need.

What am I looking at?

A test. The plan is a side-scrolling game along a forest road with three battles on the way, where you equip your heroes before you set off — so the first question worth answering is whether a character built in the browser, with no artwork, can look like something you would want to play.

She is drawn with WebGL, which hands the work to the graphics card rather than the browser. Nothing here is a picture: every part of her is a shape worked out from numbers when the page loads — balls, tubes, cones and one bent tube that is her smile.

Why she looks drawn rather than modelled

Three things. The light wraps round her instead of stopping dead, so there is no black side. The shading steps through a few soft bands like painted cel art. And there is a black ink line round her silhouette, which is a second copy of every shape, slightly swollen, with the front faces removed. Switch it off with the Ink line button to see how much work it is doing.

Walking on the spot

She never moves. The forest does. How fast the trees go past is worked out from the length of her stride and how often she takes one, so her feet cannot skate however far the tempo slider is pushed.

The legs are not a sine wave. They run on keyframed curves, the way an animator would set them: the knee stays nearly straight through the whole time the foot is on the ground and folds right up once it leaves, and the ankle does something different at each end.

The hair

Not animated. Her ponytail hangs on a spring and gets shoved about by whatever the rest of her did a moment earlier, so it always arrives slightly late. It is two numbers, and it is most of what stops her looking like clockwork. The cape does the same, more slowly, because wool is heavier than hair.

The equipment

Sword, shield, cape and hat are shapes hung on named joints — the hand, the chest, the head. The walk has never heard of any of them, which is the point: it writes angles into a skeleton and the gear comes along for the ride. A better sword is a different shape on the same joint.

The art is temporary

All of it. The shapes live in one file and the skeleton lives in another, and when there are proper drawings to use, the shapes file is the only thing that gets thrown away.

Getting about

Drag
Swing the camera round her
Wheel, or pinch
Closer and further away
Space, or P
Pause
Reset view
Put the camera back where it started