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	<updated>2026-05-03T07:00:08Z</updated>
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	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=1079</id>
		<title>Verge3D for Blender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=1079"/>
		<updated>2024-08-19T04:23:13Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Videos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tutorials]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
== Official ==&lt;br /&gt;
&lt;br /&gt;
=== Videos ===&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/GTUpS5QMAaM How to fix &amp;quot;No Targets&amp;quot;  when using shape keys] - Xeons3DLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/verge3d-360-degree-rotation-angles 360 Degree Rotation Angle QuickTip - download or create the procedure]- Xeons3DLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/uncover-the-secrets-exploring-hidden-details-in-3d-objects-with-blender-and-verge3d Uncover the Secrets: Exploring Hidden Details in 3D Objects with Blender and Verge3D] - Xeons3DLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/verge3d-tutorial-interactive-parametric-model-part-1 Interactive Parametric Model Tutorial] - Xeons3DLab&lt;br /&gt;
*[https://youtu.be/_uLCP6XjvvQ?si=U6bTplW0eiCmU1s7 3 Hidden Camera Secrets] - Xeons3DLab&lt;br /&gt;
*[https://www.youtube.com/watch?v=k3e7uSZJTAc How to Assign Materials] - Xeons3dLab&lt;br /&gt;
*[https://youtu.be/9MK5qUWbaD8 4 ways to create Linear Rotation] - Xeons3dLab&lt;br /&gt;
*[https://youtu.be/0lYkvXpqsYw Sprite Sheets - creation of a Blender shader group to make sprite sheets easier] - Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLMnTV0uuRMhRH6p4DSW-AEcQZEulzm461 Verge3D for Blender Basics] — video course for beginner users.&lt;br /&gt;
* [https://www.youtube.com/watch?v=V39heuWD_vo Using Light Probes]&lt;br /&gt;
* [https://www.youtube.com/watch?v=VEliwmiEn9s Baking and Using Ambient Occlusion in Verge3D for Blender]&lt;br /&gt;
* [https://youtu.be/QzYlSA-Wqy8 Exporting Cloth Simulation to Verge3D]&lt;br /&gt;
* [https://www.youtube.com/watch?v=ihu_IR7b6xo Building HTML-Based User Interfaces for 3D Web Apps]&lt;br /&gt;
* [https://www.youtube.com/watch?v=nQB6FfC7C7Y Exporting models from FreeCAD to WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=Y-VUwoDL0qo Making interactive parametric models with Verge3D, Blender, and WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=dJdUKwSxA8c Making 3D Product Configurators for WooCommerce]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_0Q2SmxROuk Timelapse - Creating Ring Configurator]&lt;br /&gt;
&lt;br /&gt;
=== Articles ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.soft8soft.com/blender-to-webgl-in-4-simple-steps/ Blender to WebGL in 4 Simple Steps]&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.xeons3dlab.com/post/verge3d-tutorial-interactive-parametric-model-part-1 Interactive Parametric Model Tutorial] - by Xeons3DLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/3-hidden-camera-secrets-for-verge3d 3 Hidden Camera Secrets] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/assign-materials-puzzles Blender, Max and Maya: Assign Materials] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/how-to-fix-linear-rotation-in-blender-for-verge3d Blender: 4 ways to make Linear Rotation] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/sprite-sheets-in-blender-and-verge3d-tutorial Blender: Sprite Sheets - how to create a shader and animate for Verge3d] - by Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/watch?v=7N0i0uKm0pY Blender: Interactive Animations] — by IgnitED Labs. Learn how to create interactive animations using the Verge3D plugin for Blender.&lt;br /&gt;
* [https://www.youtube.com/watch?v=U6aGboR_sHE Creating interactive interior visualization] — by Dorian Zgraggen.&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLvH2ejcv0wjRA4K6pQ6mUZgLTueIGSMe2 Creating Asteroids game] — by Dariusz Dzwonkowski.&lt;br /&gt;
* [https://youtu.be/ddRRNwBvNk0 Manual animation control, text objects and GIFT] — by CyberFox studio.&lt;br /&gt;
* [https://www.youtube.com/watch?v=Htd0Qe9ABD0 Creating Space Invaders game in both 2D and 3D] — by NASA vet Brian Kumanchik.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=1000</id>
		<title>Verge3D for Blender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=1000"/>
		<updated>2024-03-06T20:01:46Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Videos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tutorials]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
== Official ==&lt;br /&gt;
&lt;br /&gt;
=== Videos ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.xeons3dlab.com/post/verge3d-360-degree-rotation-angles 360 Degree Rotation Angle QuickTip - download or create the procedure]- Xeons3DLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/uncover-the-secrets-exploring-hidden-details-in-3d-objects-with-blender-and-verge3d Uncover the Secrets: Exploring Hidden Details in 3D Objects with Blender and Verge3D] - Xeons3DLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/verge3d-tutorial-interactive-parametric-model-part-1 Interactive Parametric Model Tutorial] - Xeons3DLab&lt;br /&gt;
*[https://youtu.be/_uLCP6XjvvQ?si=U6bTplW0eiCmU1s7 3 Hidden Camera Secrets] - Xeons3DLab&lt;br /&gt;
*[https://www.youtube.com/watch?v=k3e7uSZJTAc How to Assign Materials] - Xeons3dLab&lt;br /&gt;
*[https://youtu.be/9MK5qUWbaD8 4 ways to create Linear Rotation] - Xeons3dLab&lt;br /&gt;
*[https://youtu.be/0lYkvXpqsYw Sprite Sheets - creation of a Blender shader group to make sprite sheets easier] - Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLMnTV0uuRMhRH6p4DSW-AEcQZEulzm461 Verge3D for Blender Basics] — video course for beginner users.&lt;br /&gt;
* [https://www.youtube.com/watch?v=V39heuWD_vo Using Light Probes]&lt;br /&gt;
* [https://www.youtube.com/watch?v=VEliwmiEn9s Baking and Using Ambient Occlusion in Verge3D for Blender]&lt;br /&gt;
* [https://youtu.be/QzYlSA-Wqy8 Exporting Cloth Simulation to Verge3D]&lt;br /&gt;
* [https://www.youtube.com/watch?v=ihu_IR7b6xo Building HTML-Based User Interfaces for 3D Web Apps]&lt;br /&gt;
* [https://www.youtube.com/watch?v=nQB6FfC7C7Y Exporting models from FreeCAD to WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=Y-VUwoDL0qo Making interactive parametric models with Verge3D, Blender, and WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=dJdUKwSxA8c Making 3D Product Configurators for WooCommerce]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_0Q2SmxROuk Timelapse - Creating Ring Configurator]&lt;br /&gt;
&lt;br /&gt;
=== Articles ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.soft8soft.com/blender-to-webgl-in-4-simple-steps/ Blender to WebGL in 4 Simple Steps]&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.xeons3dlab.com/post/verge3d-tutorial-interactive-parametric-model-part-1 Interactive Parametric Model Tutorial] - by Xeons3DLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/3-hidden-camera-secrets-for-verge3d 3 Hidden Camera Secrets] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/assign-materials-puzzles Blender, Max and Maya: Assign Materials] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/how-to-fix-linear-rotation-in-blender-for-verge3d Blender: 4 ways to make Linear Rotation] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/sprite-sheets-in-blender-and-verge3d-tutorial Blender: Sprite Sheets - how to create a shader and animate for Verge3d] - by Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/watch?v=7N0i0uKm0pY Blender: Interactive Animations] — by IgnitED Labs. Learn how to create interactive animations using the Verge3D plugin for Blender.&lt;br /&gt;
* [https://www.youtube.com/watch?v=U6aGboR_sHE Creating interactive interior visualization] — by Dorian Zgraggen.&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLvH2ejcv0wjRA4K6pQ6mUZgLTueIGSMe2 Creating Asteroids game] — by Dariusz Dzwonkowski.&lt;br /&gt;
* [https://youtu.be/ddRRNwBvNk0 Manual animation control, text objects and GIFT] — by CyberFox studio.&lt;br /&gt;
* [https://www.youtube.com/watch?v=Htd0Qe9ABD0 Creating Space Invaders game in both 2D and 3D] — by NASA vet Brian Kumanchik.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Useful_Links&amp;diff=997</id>
		<title>Useful Links</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Useful_Links&amp;diff=997"/>
		<updated>2024-02-28T05:04:36Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Apps, Demos and Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a collection of Verge3D resources that you might find useful.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forums ==&lt;br /&gt;
&lt;br /&gt;
Use [https://www.soft8soft.com/forums/ Verge3D forums] for discussions, questions, feature requests, or jobs. This is also a good place to showcase your projects.&lt;br /&gt;
&lt;br /&gt;
== Link Shortener ==&lt;br /&gt;
&lt;br /&gt;
Use the official [https://v3d.net/ v3d.net] shortener to shorten links to your Verge3D applications, videos, tutorials, portfolios, etc. Here you can also choose some human readable URL for your resources.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
For tutorial links, check out the following articles:&lt;br /&gt;
&lt;br /&gt;
[[Verge3D for Blender Tutorials]]&lt;br /&gt;
&lt;br /&gt;
[[Verge3D for 3ds Max Tutorials]]&lt;br /&gt;
&lt;br /&gt;
[[Verge3D for Maya Tutorials]]&lt;br /&gt;
&lt;br /&gt;
== Social Media ==&lt;br /&gt;
&lt;br /&gt;
Here is the list of Soft8Soft&#039;s official and third-party social media accounts. You might use them to get the latest Verge3D updates and communicate with your fellow vergers!&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/soft8soft/ Verge3D on Facebook] — our main channel for news and updates on Verge3D.&lt;br /&gt;
* [https://twitter.com/soft8soft/ Verge3D on Twitter] — follow us on Twitter to get the most essential information about Verge3D development.&lt;br /&gt;
* Official [https://www.youtube.com/c/soft8soft/ YouTube channel] — tutorials and screencasts of the best Verge3D applications.&lt;br /&gt;
* [https://www.linkedin.com/company/soft8soft/ Soft8Soft on LinkedIn] — the company profile page.&lt;br /&gt;
* [https://discord.gg/TaG7QY8 Verge3D on Discord] — community-driven discussion channel.&lt;br /&gt;
* [https://www.instagram.com/soft8soft/ Soft8Soft on Instagram] — fresh Verge3D and WebGL news, Sneak Peek shots, behind the scenes photos and videos.&lt;br /&gt;
* [https://www.reddit.com/r/RealVerge3D/ Verge3D on Reddit] — a subreddit maintained by Verge3D community.&lt;br /&gt;
&lt;br /&gt;
Also use &#039;&#039;&#039;#verge3d&#039;&#039;&#039; or &#039;&#039;&#039;#3dweb&#039;&#039;&#039; tags to find info about Verge3D framework as well as recent updates from the 3D web industry.&lt;br /&gt;
&lt;br /&gt;
== Verge3D Reviews ==&lt;br /&gt;
&lt;br /&gt;
Verge3D is presented on several review and product comparison websites. We would really like to know what you think and appreciate honest feedback from you!&lt;br /&gt;
&lt;br /&gt;
* [https://www.soft8soft.com/store/ Verge3D Store] — click on the product to see user reviews.&lt;br /&gt;
* [https://alternativeto.net/software/verge3d/ Verge3D on AlternativeTo].&lt;br /&gt;
* [https://www.g2.com/products/soft8soft-llc-verge3d/reviews Verge3D reviews on G2].&lt;br /&gt;
* [https://www.producthunt.com/posts/verge3d Product Hunt] page.&lt;br /&gt;
* [https://alternative.me/verge3d Alternative.me] — website similar to AlternativeTo.&lt;br /&gt;
&lt;br /&gt;
== Apps, Demos and Examples ==&lt;br /&gt;
&lt;br /&gt;
Check out to see what Verge3D is capable of:&lt;br /&gt;
&lt;br /&gt;
* [https://www.soft8soft.com/gallery/ Gallery] — the gallery of applications made with Verge3D. This is a good starting point to grasp Verge3D features and capabilities.&lt;br /&gt;
* [https://www.soft8soft.com/get-verge3d/ Verge3D distributions] come with sources of the demo applications from our Gallery.&lt;br /&gt;
* [https://cdn.soft8soft.com/demo/examples/index.html Verge3D code examples] — examples for JavaScript coders.&lt;br /&gt;
* [https://sandbox.soft8soft.com/ Verge3D for Wordpress sandbox] — use this website to try out Verge3D&#039;s publishing, remote storage and e-commerce features. Customer Apps, Demos and Examples:&lt;br /&gt;
* [https://webgl.r66dapps.com/escapev1/ Escape Room Game] - an interactive short made with Blender and Verge3D-  by Route 66 Digital&lt;br /&gt;
*[https://webgl.r66dapps.com/watch/ Programming Time] - an interactive watch that tells the current time where every you are in the world - by Route 66 Digital&lt;br /&gt;
*[https://webgl.r66dapps.com/p51/ P51 Beer] - an interactive that explores post processing effects and allows you to order a beer - by Route 66 Digital&lt;br /&gt;
*[https://webgl.r66dapps.com/toothbrush/ Toothbrush] - an interactive educational demo that explains what clients need to know about creating interactives - by Route 66 Digital&lt;br /&gt;
*[https://webgl.r66dapps.com/starpuzzle/e Star Puzzle] - an interactive step by step instructional interactive that teaches you how to solve the star puzzle - by Route 66 Digital&lt;br /&gt;
*[https://webgl.r66dapps.com/robotique_first_quebec/ Robot Explorer] - an online interactive learning experience for students to explore a robot they are about to build - by Route 66 Digital&lt;br /&gt;
*[https://webgl.r66dapps.com/clozex/ Wound Closure] - an interactive step by step emergency guide to applying a laceration closure device - &#039;&#039;&#039;by Route 66 Digital&#039;&#039;&#039;&lt;br /&gt;
*[https://webgl.r66dapps.com/clozex/ NOCO Genius 10] - an interactive exploration in modeling and motion graphics - by Route 66 Digital  &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Verge3D Plugins ==&lt;br /&gt;
&lt;br /&gt;
See [[List_of_Verge3D_Plugins|here]] for a list of Verge3D plugins.&lt;br /&gt;
&lt;br /&gt;
== Asset Packs and Themes ==&lt;br /&gt;
&lt;br /&gt;
Here is the list of asset packs and themes developed by Verge3D community:&lt;br /&gt;
&lt;br /&gt;
* [[Preloaders_Pack|Verge3D Preloaders Pack]] — awesome collection of ready-to-use preloaders for your Verge3D-based apps.&lt;br /&gt;
* [https://youtu.be/bihTKmCOLlo Simple Flat Theme] — flat theme for the Puzzles editor.&lt;br /&gt;
&lt;br /&gt;
== Blender, 3ds Max, Maya ==&lt;br /&gt;
&lt;br /&gt;
In the case you need help with 3D packages which Verge3D is compatible with, we brought you this list:&lt;br /&gt;
&lt;br /&gt;
* [https://docs.blender.org/manual/en/latest/ Blender Reference Manual] — official Blender manual.&lt;br /&gt;
* [https://help.autodesk.com/view/3DSMAX/2022/ENU/ 3ds Max Learning Center] — comprehensive 3ds Max guide from Autodesk.&lt;br /&gt;
* [https://help.autodesk.com/view/MAYAUL/2022/ENU/ Maya Help] — Autodesk Maya official docs.&lt;br /&gt;
&lt;br /&gt;
== Browser Development Progress, Bug Trackers, and Statistics ==&lt;br /&gt;
&lt;br /&gt;
Important resources to follow the browser development progress and roadmaps:&lt;br /&gt;
&lt;br /&gt;
* [https://chromestatus.com/features Chrome Platform Status] — Google Chrome development status.&lt;br /&gt;
* [https://bugs.chromium.org/p/chromium/issues/list Chromium Issues] — official Chrome/Chromium bug tracker.&lt;br /&gt;
* [https://platform-status.mozilla.org/ Firefox Platform Status] — Mozilla Firefox development status and roadmap.&lt;br /&gt;
* [https://webkit.org/status/ WebKit Feature Status] — Safari/WebKit development status.&lt;br /&gt;
* [https://developer.microsoft.com/en-us/microsoft-edge/status/ Microsoft Edge Platform Status].&lt;br /&gt;
* [https://gs.statcounter.com/ Statcounter Global Stats] — browser/operating system/device vendor market share.&lt;br /&gt;
&lt;br /&gt;
== Browser Technologies — WebGL, WebXR etc ==&lt;br /&gt;
&lt;br /&gt;
Info for web developers, such as specifications, examples, and debugging tools:&lt;br /&gt;
&lt;br /&gt;
* [https://www.soft8soft.com/webgl-supported-browsers-and-troubleshooting/ WebGL supported browsers and troubleshooting] — this is your first aid kit in case of any issues with WebGL support.&lt;br /&gt;
* [https://www.soft8soft.com/webglreport/ WebGL System Report] — check what your system is capable of.&lt;br /&gt;
* [https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices WebGL Best Practices] — recommended ways to use WebGL.&lt;br /&gt;
* [https://www.soft8soft.com/gamepad_diagnostics/gamepad_diagnostics.html Gamepad Diagnostics Tool] — Interactive Gamepad API diagnostics tool. Check if your device is compatible and retrieve the model, axes, buttons and other information for use with Verge3D.&lt;br /&gt;
* [https://immersive-web.github.io/webxr/ WebXR Device API] — official WebXR specification.&lt;br /&gt;
* [https://immersive-web.github.io/webxr-samples/ WebXR Samples] — official WebXR examples, include both AR and VR demos.&lt;br /&gt;
* [http://keycode.info/ JavaScript Event KeyCodes] — keyboard events viewer.&lt;br /&gt;
&lt;br /&gt;
== Graphics Processing Units (GPUs) ==&lt;br /&gt;
&lt;br /&gt;
Wikipedia contains very useful articles with GPU specs:&lt;br /&gt;
&lt;br /&gt;
* [https://en.wikipedia.org/wiki/List_of_Nvidia_graphics_processing_units List of Nvidia graphics processing units].&lt;br /&gt;
* [https://en.wikipedia.org/wiki/List_of_AMD_graphics_processing_units List of AMD graphics processing units].&lt;br /&gt;
* [https://en.wikipedia.org/wiki/List_of_Intel_graphics_processing_units List of Intel graphics processing units].&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Mali_(GPU) List of Mali GPUs].&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Adreno List of Qualcomm Adreno GPUs].&lt;br /&gt;
&lt;br /&gt;
== Resources for graphics coders ==&lt;br /&gt;
&lt;br /&gt;
* [https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices WebGL best practices]&lt;br /&gt;
* [https://learnopengl.com/ Learn OpenGL]&lt;br /&gt;
* [https://google.github.io/filament/Filament.html Physically Based Rendering in Filament].&lt;br /&gt;
&lt;br /&gt;
== Got Anything to Share? ==&lt;br /&gt;
&lt;br /&gt;
Feel free to edit this article!&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=995</id>
		<title>Verge3D for Blender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=995"/>
		<updated>2024-02-14T19:17:07Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Videos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tutorials]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
== Official ==&lt;br /&gt;
&lt;br /&gt;
=== Videos ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.xeons3dlab.com/post/uncover-the-secrets-exploring-hidden-details-in-3d-objects-with-blender-and-verge3d Uncover the Secrets: Exploring Hidden Details in 3D Objects with Blender and Verge3D] - Xeons3DLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/verge3d-tutorial-interactive-parametric-model-part-1 Interactive Parametric Model Tutorial] - Xeons3DLab&lt;br /&gt;
*[https://youtu.be/_uLCP6XjvvQ?si=U6bTplW0eiCmU1s7 3 Hidden Camera Secrets] - Xeons3DLab&lt;br /&gt;
*[https://www.youtube.com/watch?v=k3e7uSZJTAc How to Assign Materials] - Xeons3dLab&lt;br /&gt;
*[https://youtu.be/9MK5qUWbaD8 4 ways to create Linear Rotation] - Xeons3dLab&lt;br /&gt;
*[https://youtu.be/0lYkvXpqsYw Sprite Sheets - creation of a Blender shader group to make sprite sheets easier] - Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLMnTV0uuRMhRH6p4DSW-AEcQZEulzm461 Verge3D for Blender Basics] — video course for beginner users.&lt;br /&gt;
* [https://www.youtube.com/watch?v=V39heuWD_vo Using Light Probes]&lt;br /&gt;
* [https://www.youtube.com/watch?v=VEliwmiEn9s Baking and Using Ambient Occlusion in Verge3D for Blender]&lt;br /&gt;
* [https://youtu.be/QzYlSA-Wqy8 Exporting Cloth Simulation to Verge3D]&lt;br /&gt;
* [https://www.youtube.com/watch?v=ihu_IR7b6xo Building HTML-Based User Interfaces for 3D Web Apps]&lt;br /&gt;
* [https://www.youtube.com/watch?v=nQB6FfC7C7Y Exporting models from FreeCAD to WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=Y-VUwoDL0qo Making interactive parametric models with Verge3D, Blender, and WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=dJdUKwSxA8c Making 3D Product Configurators for WooCommerce]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_0Q2SmxROuk Timelapse - Creating Ring Configurator]&lt;br /&gt;
&lt;br /&gt;
=== Articles ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.soft8soft.com/blender-to-webgl-in-4-simple-steps/ Blender to WebGL in 4 Simple Steps]&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.xeons3dlab.com/post/verge3d-tutorial-interactive-parametric-model-part-1 Interactive Parametric Model Tutorial] - by Xeons3DLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/3-hidden-camera-secrets-for-verge3d 3 Hidden Camera Secrets] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/assign-materials-puzzles Blender, Max and Maya: Assign Materials] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/how-to-fix-linear-rotation-in-blender-for-verge3d Blender: 4 ways to make Linear Rotation] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/sprite-sheets-in-blender-and-verge3d-tutorial Blender: Sprite Sheets - how to create a shader and animate for Verge3d] - by Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/watch?v=7N0i0uKm0pY Blender: Interactive Animations] — by IgnitED Labs. Learn how to create interactive animations using the Verge3D plugin for Blender.&lt;br /&gt;
* [https://www.youtube.com/watch?v=U6aGboR_sHE Creating interactive interior visualization] — by Dorian Zgraggen.&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLvH2ejcv0wjRA4K6pQ6mUZgLTueIGSMe2 Creating Asteroids game] — by Dariusz Dzwonkowski.&lt;br /&gt;
* [https://youtu.be/ddRRNwBvNk0 Manual animation control, text objects and GIFT] — by CyberFox studio.&lt;br /&gt;
* [https://www.youtube.com/watch?v=Htd0Qe9ABD0 Creating Space Invaders game in both 2D and 3D] — by NASA vet Brian Kumanchik.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Featured_applications_made_with_Verge3D&amp;diff=942</id>
		<title>Featured applications made with Verge3D</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Featured_applications_made_with_Verge3D&amp;diff=942"/>
		<updated>2024-01-29T06:15:48Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Route 66 Digital Demos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Apps and Demos]]&lt;br /&gt;
This article contains a list of notable applications made with Verge3D. Please share only complete and published projects here.&lt;br /&gt;
&lt;br /&gt;
== E-Commerce / 3D configurators ==&lt;br /&gt;
&lt;br /&gt;
[https://cdn.soft8soft.com/demo/blender/scooter/index.html Scooter] – 3D product configurator featuring HDR rendering, realistic materials, a code-less approach for creating more than a million possible combinations. Made by Soft8Soft.&lt;br /&gt;
&lt;br /&gt;
[https://cdn.soft8soft.com/demo/blender/jewelry_configurator/index.html Jewelry Configurator] – interactive web-based jewelry customizer. Made by Soft8Soft.&lt;br /&gt;
&lt;br /&gt;
[https://www.configureone.com/rt3d-quadcopter-demo/ Passenger Drone Configurator] – concept visualization of configure, price, quote system developed by Configure One, Inc.&lt;br /&gt;
&lt;br /&gt;
== Product visualizations ==&lt;br /&gt;
&lt;br /&gt;
[https://basf-vcar.com/ Virtual Car OEM Explorer] — virtual car showcasing chemistry-driven solutions for future mobility. Made by BASF Automotive Solutions.&lt;br /&gt;
&lt;br /&gt;
[https://www.infineon.com/cms/media/PMM_3dmodels/3300w-dc-dc-converter/ Printed Circuit Board] – marketing tool by Infineon Technologies AG.&lt;br /&gt;
&lt;br /&gt;
[https://www.oppo.com/de/events/find-x2-pro-vodafone/ X2 Pro Smartphone] – immersive 3D visualization created for Oppo and Vodafone by dreidesign.&lt;br /&gt;
&lt;br /&gt;
== E-Learning ==&lt;br /&gt;
&lt;br /&gt;
[https://cdn.soft8soft.com/demo/blender/industrial_robot/index.html Industrial Robot] — AR/VR experience for engineering. A virtual robot capable of assembly, welding, drilling, and packaging. Made by Soft8Soft.&lt;br /&gt;
&lt;br /&gt;
== Architecture and construction ==&lt;br /&gt;
&lt;br /&gt;
[https://www.yak-construire.com/wp-content/themes/yak2018/modeles3d/anouka/index.html Anou’ka House] — interactive home planner by French developer ya&#039;K construire.com&lt;br /&gt;
&lt;br /&gt;
== Medical and scientific visualizations ==&lt;br /&gt;
&lt;br /&gt;
[https://eyes.nasa.gov/curiosity/ Mars Rover Online 3D Simulator] — award-winning experience by NASA&#039;s Jet Propulsion Laboratory.&lt;br /&gt;
&lt;br /&gt;
[https://www.suva.ch/de-ch/news/unfall/knieverletzungen-vorbeugen Medical 3D Illustration] — by Swiss National Accident Insurance Fund.&lt;br /&gt;
&lt;br /&gt;
[https://digitalcollection.zhaw.ch/bitstream/11475/26340/3/2022_Seidel-etal_Laboratory-independent-exploration-stirred-bioreactors-fluid-dynamics.pdf Laboratory-independent exploration of stirred bioreactors and their fluid dynamics] — a paper from Elsevier&#039;s Education for Chemical Engineers.&lt;br /&gt;
&lt;br /&gt;
== Business presentations ==&lt;br /&gt;
&lt;br /&gt;
[https://www.viewspread.com/h-col-105.html Wind Generator] — infographics by View Spread studio.&lt;br /&gt;
&lt;br /&gt;
== Geospatial visualizations ==&lt;br /&gt;
&lt;br /&gt;
[https://visitbunburygeographe.com.au/maptest/# The Bunbury Geographe] — tourist attractions map by Visit Bunbury.&lt;br /&gt;
&lt;br /&gt;
== Browser games ==&lt;br /&gt;
&lt;br /&gt;
[https://cdn.soft8soft.com/demo/blender/farmers_journey/index.html Farmer&#039;s Journey] — an engaging WebGL game based on the Verge3D engine. Made by Soft8Soft.&lt;br /&gt;
&lt;br /&gt;
[https://cyber-fox.net/projects/foxrunner/ Fox Runner] — browser game by CyberFox studio.&lt;br /&gt;
&lt;br /&gt;
== Art and demos ==&lt;br /&gt;
&lt;br /&gt;
[https://www.illussimo.com/webgl/myVehicle-fantasy/my_vehicle_fantasy.html Fantasy Vehicle] — audio-visual experience by Simone Lipschitz.&lt;br /&gt;
&lt;br /&gt;
== Route 66 Digital Demos==&lt;br /&gt;
&lt;br /&gt;
[https://webgl.r66dapps.com/noco NOCO Genius10] - exploring motion graphic techniques and transitions for annotations.&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/robot-explorer-january-build Robot Explorer] - STEM educational demonstrator&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/starpuzzle Star Puzzle Solution] - Interactive step-by-step instruction guide&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/escape Escape Room] - an interactive short game.&lt;br /&gt;
&lt;br /&gt;
[https://webgl.r66dapps.com/toothbrush/ Electric Toothbrush] - product demo / educational demo&lt;br /&gt;
&lt;br /&gt;
[https://webgl.r66dapps.com/p51/ P51 Beer] - explores post-processing effects &amp;amp; e-commerce integration &lt;br /&gt;
&lt;br /&gt;
see them all at [https://www.r66d.com Route 66 Digital] &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[https://www.soft8soft.com/gallery/ Gallery] — the app gallery on the Soft8Soft website.&lt;br /&gt;
*[[Web3D Examples by Philip Fong]]&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=935</id>
		<title>Verge3D for Blender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=935"/>
		<updated>2023-11-22T22:30:59Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Videos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tutorials]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
== Official ==&lt;br /&gt;
&lt;br /&gt;
=== Videos ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.xeons3dlab.com/post/verge3d-tutorial-interactive-parametric-model-part-1 Interactive Parametric Model Tutorial] - Xeons3DLab&lt;br /&gt;
*[https://youtu.be/_uLCP6XjvvQ?si=U6bTplW0eiCmU1s7 3 Hidden Camera Secrets] - Xeons3DLab&lt;br /&gt;
*[https://www.youtube.com/watch?v=k3e7uSZJTAc How to Assign Materials] - Xeons3dLab&lt;br /&gt;
*[https://youtu.be/9MK5qUWbaD8 4 ways to create Linear Rotation] - Xeons3dLab&lt;br /&gt;
*[https://youtu.be/0lYkvXpqsYw Sprite Sheets - creation of a Blender shader group to make sprite sheets easier] - Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLMnTV0uuRMhRH6p4DSW-AEcQZEulzm461 Verge3D for Blender Basics] — video course for beginner users.&lt;br /&gt;
* [https://www.youtube.com/watch?v=V39heuWD_vo Using Light Probes]&lt;br /&gt;
* [https://www.youtube.com/watch?v=VEliwmiEn9s Baking and Using Ambient Occlusion in Verge3D for Blender]&lt;br /&gt;
* [https://youtu.be/QzYlSA-Wqy8 Exporting Cloth Simulation to Verge3D]&lt;br /&gt;
* [https://www.youtube.com/watch?v=ihu_IR7b6xo Building HTML-Based User Interfaces for 3D Web Apps]&lt;br /&gt;
* [https://www.youtube.com/watch?v=nQB6FfC7C7Y Exporting models from FreeCAD to WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=Y-VUwoDL0qo Making interactive parametric models with Verge3D, Blender, and WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=dJdUKwSxA8c Making 3D Product Configurators for WooCommerce]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_0Q2SmxROuk Timelapse - Creating Ring Configurator]&lt;br /&gt;
&lt;br /&gt;
=== Articles ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.soft8soft.com/blender-to-webgl-in-4-simple-steps/ Blender to WebGL in 4 Simple Steps]&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.xeons3dlab.com/post/verge3d-tutorial-interactive-parametric-model-part-1 Interactive Parametric Model Tutorial] - by Xeons3DLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/3-hidden-camera-secrets-for-verge3d 3 Hidden Camera Secrets] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/assign-materials-puzzles Blender, Max and Maya: Assign Materials] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/how-to-fix-linear-rotation-in-blender-for-verge3d Blender: 4 ways to make Linear Rotation] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/sprite-sheets-in-blender-and-verge3d-tutorial Blender: Sprite Sheets - how to create a shader and animate for Verge3d] - by Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/watch?v=7N0i0uKm0pY Blender: Interactive Animations] — by IgnitED Labs. Learn how to create interactive animations using the Verge3D plugin for Blender.&lt;br /&gt;
* [https://www.youtube.com/watch?v=U6aGboR_sHE Creating interactive interior visualization] — by Dorian Zgraggen.&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLvH2ejcv0wjRA4K6pQ6mUZgLTueIGSMe2 Creating Asteroids game] — by Dariusz Dzwonkowski.&lt;br /&gt;
* [https://youtu.be/ddRRNwBvNk0 Manual animation control, text objects and GIFT] — by CyberFox studio.&lt;br /&gt;
* [https://www.youtube.com/watch?v=Htd0Qe9ABD0 Creating Space Invaders game in both 2D and 3D] — by NASA vet Brian Kumanchik.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=930</id>
		<title>Verge3D for Blender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=930"/>
		<updated>2023-09-05T00:10:32Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Community */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tutorials]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
== Official ==&lt;br /&gt;
&lt;br /&gt;
=== Videos ===&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/_uLCP6XjvvQ?si=U6bTplW0eiCmU1s7 3 Hidden Camera Secrets] - Xeons3DLab&lt;br /&gt;
*[https://www.youtube.com/watch?v=k3e7uSZJTAc How to Assign Materials] - Xeons3dLab&lt;br /&gt;
*[https://youtu.be/9MK5qUWbaD8 4 ways to create Linear Rotation] - Xeons3dLab&lt;br /&gt;
*[https://youtu.be/0lYkvXpqsYw Sprite Sheets - creation of a Blender shader group to make sprite sheets easier] - Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLMnTV0uuRMhRH6p4DSW-AEcQZEulzm461 Verge3D for Blender Basics] — video course for beginner users.&lt;br /&gt;
* [https://www.youtube.com/watch?v=V39heuWD_vo Using Light Probes]&lt;br /&gt;
* [https://www.youtube.com/watch?v=VEliwmiEn9s Baking and Using Ambient Occlusion in Verge3D for Blender]&lt;br /&gt;
* [https://youtu.be/QzYlSA-Wqy8 Exporting Cloth Simulation to Verge3D]&lt;br /&gt;
* [https://www.youtube.com/watch?v=ihu_IR7b6xo Building HTML-Based User Interfaces for 3D Web Apps]&lt;br /&gt;
* [https://www.youtube.com/watch?v=nQB6FfC7C7Y Exporting models from FreeCAD to WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=Y-VUwoDL0qo Making interactive parametric models with Verge3D, Blender, and WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=dJdUKwSxA8c Making 3D Product Configurators for WooCommerce]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_0Q2SmxROuk Timelapse - Creating Ring Configurator]&lt;br /&gt;
&lt;br /&gt;
=== Articles ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.soft8soft.com/blender-to-webgl-in-4-simple-steps/ Blender to WebGL in 4 Simple Steps]&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.xeons3dlab.com/post/3-hidden-camera-secrets-for-verge3d 3 Hidden Camera Secrets] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/assign-materials-puzzles Blender, Max and Maya: Assign Materials] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/how-to-fix-linear-rotation-in-blender-for-verge3d Blender: 4 ways to make Linear Rotation] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/sprite-sheets-in-blender-and-verge3d-tutorial Blender: Sprite Sheets - how to create a shader and animate for Verge3d] - by Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/watch?v=7N0i0uKm0pY Blender: Interactive Animations] — by IgnitED Labs. Learn how to create interactive animations using the Verge3D plugin for Blender.&lt;br /&gt;
* [https://www.youtube.com/watch?v=U6aGboR_sHE Creating interactive interior visualization] — by Dorian Zgraggen.&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLvH2ejcv0wjRA4K6pQ6mUZgLTueIGSMe2 Creating Asteroids game] — by Dariusz Dzwonkowski.&lt;br /&gt;
* [https://youtu.be/ddRRNwBvNk0 Manual animation control, text objects and GIFT] — by CyberFox studio.&lt;br /&gt;
* [https://www.youtube.com/watch?v=Htd0Qe9ABD0 Creating Space Invaders game in both 2D and 3D] — by NASA vet Brian Kumanchik.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=913</id>
		<title>Verge3D for Blender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=913"/>
		<updated>2023-07-23T19:37:55Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Videos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tutorials]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
== Official ==&lt;br /&gt;
&lt;br /&gt;
=== Videos ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=k3e7uSZJTAc How to Assign Materials] - Xeons3dLab&lt;br /&gt;
*[https://youtu.be/9MK5qUWbaD8 4 ways to create Linear Rotation] - Xeons3dLab&lt;br /&gt;
*[https://youtu.be/0lYkvXpqsYw Sprite Sheets - creation of a Blender shader group to make sprite sheets easier] - Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLMnTV0uuRMhRH6p4DSW-AEcQZEulzm461 Verge3D for Blender Basics] — video course for beginner users.&lt;br /&gt;
* [https://www.youtube.com/watch?v=V39heuWD_vo Using Light Probes]&lt;br /&gt;
* [https://www.youtube.com/watch?v=VEliwmiEn9s Baking and Using Ambient Occlusion in Verge3D for Blender]&lt;br /&gt;
* [https://youtu.be/QzYlSA-Wqy8 Exporting Cloth Simulation to Verge3D]&lt;br /&gt;
* [https://www.youtube.com/watch?v=ihu_IR7b6xo Building HTML-Based User Interfaces for 3D Web Apps]&lt;br /&gt;
* [https://www.youtube.com/watch?v=nQB6FfC7C7Y Exporting models from FreeCAD to WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=Y-VUwoDL0qo Making interactive parametric models with Verge3D, Blender, and WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=dJdUKwSxA8c Making 3D Product Configurators for WooCommerce]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_0Q2SmxROuk Timelapse - Creating Ring Configurator]&lt;br /&gt;
&lt;br /&gt;
=== Articles ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.soft8soft.com/blender-to-webgl-in-4-simple-steps/ Blender to WebGL in 4 Simple Steps]&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.xeons3dlab.com/post/assign-materials-puzzles Blender, Max and Maya: Assign Materials] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/how-to-fix-linear-rotation-in-blender-for-verge3d Blender: 4 ways to make Linear Rotation] - by Xeons3dLab&lt;br /&gt;
*[https://www.xeons3dlab.com/post/sprite-sheets-in-blender-and-verge3d-tutorial Blender: Sprite Sheets - how to create a shader and animate for Verge3d] - by Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/watch?v=7N0i0uKm0pY Blender: Interactive Animations] — by IgnitED Labs. Learn how to create interactive animations using the Verge3D plugin for Blender.&lt;br /&gt;
* [https://www.youtube.com/watch?v=U6aGboR_sHE Creating interactive interior visualization] — by Dorian Zgraggen.&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLvH2ejcv0wjRA4K6pQ6mUZgLTueIGSMe2 Creating Asteroids game] — by Dariusz Dzwonkowski.&lt;br /&gt;
* [https://youtu.be/ddRRNwBvNk0 Manual animation control, text objects and GIFT] — by CyberFox studio.&lt;br /&gt;
* [https://www.youtube.com/watch?v=Htd0Qe9ABD0 Creating Space Invaders game in both 2D and 3D] — by NASA vet Brian Kumanchik.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=How_To_Assign_Materials_-_Xeons3dLab&amp;diff=912</id>
		<title>How To Assign Materials - Xeons3dLab</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=How_To_Assign_Materials_-_Xeons3dLab&amp;diff=912"/>
		<updated>2023-07-23T19:32:47Z</updated>

		<summary type="html">&lt;p&gt;Xeon: video link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Blender]]&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
When I first started using Verge3d one thing that drove me a bit crazy was the &amp;quot;assign material&amp;quot; puzzle.  Not that its hard but I always forgot what I need to do in my scene to ensure it worked.  The following is a tutorial with a solution for users of Blender, Max and Maya.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;k3e7uSZJTAc&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=How_To_Assign_Materials_-_Xeons3dLab&amp;diff=911</id>
		<title>How To Assign Materials - Xeons3dLab</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=How_To_Assign_Materials_-_Xeons3dLab&amp;diff=911"/>
		<updated>2023-07-23T19:30:33Z</updated>

		<summary type="html">&lt;p&gt;Xeon: Created page with &amp;quot;When first started using Verge3d one thing that drove me a bit crazy was assigning materials.  Not that its hard but I always forgot what I need to do in my scene to insure it...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When first started using Verge3d one thing that drove me a bit crazy was assigning materials.  Not that its hard but I always forgot what I need to do in my scene to insure it worked.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Blender_Linear_Rotation_Tutorial_-_Xeons3dLab&amp;diff=908</id>
		<title>Blender Linear Rotation Tutorial - Xeons3dLab</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Blender_Linear_Rotation_Tutorial_-_Xeons3dLab&amp;diff=908"/>
		<updated>2023-07-18T21:32:59Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using Blender linear rotation will often leave with an object that does not animate in Verge3d.  In this tutorial learn four methods to get you back on track.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;9MK5qUWbaD8&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Blender_Linear_Rotation_Tutorial_-_Xeons3dLab&amp;diff=906</id>
		<title>Blender Linear Rotation Tutorial - Xeons3dLab</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Blender_Linear_Rotation_Tutorial_-_Xeons3dLab&amp;diff=906"/>
		<updated>2023-07-18T21:31:18Z</updated>

		<summary type="html">&lt;p&gt;Xeon: Xeon moved page Category:Blender Linear Rotation Tutorial - Xeons to Blender Linear Rotation Tutorial - Xeons3dLab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Blender_Linear_Rotation_Tutorial_-_Xeons3dLab&amp;diff=905</id>
		<title>Blender Linear Rotation Tutorial - Xeons3dLab</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Blender_Linear_Rotation_Tutorial_-_Xeons3dLab&amp;diff=905"/>
		<updated>2023-07-18T21:29:37Z</updated>

		<summary type="html">&lt;p&gt;Xeon: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=904</id>
		<title>Verge3D for Blender Tutorials</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Verge3D_for_Blender_Tutorials&amp;diff=904"/>
		<updated>2023-07-18T21:27:59Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Community */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tutorials]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
== Official ==&lt;br /&gt;
&lt;br /&gt;
=== Videos ===&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/9MK5qUWbaD8 4 ways to create Linear Rotation] - Xeons3dLab&lt;br /&gt;
*[https://youtu.be/0lYkvXpqsYw Sprite Sheets - creation of a Blender shader group to make sprite sheets easier] - Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLMnTV0uuRMhRH6p4DSW-AEcQZEulzm461 Verge3D for Blender Basics] — video course for beginner users.&lt;br /&gt;
* [https://www.youtube.com/watch?v=V39heuWD_vo Using Light Probes]&lt;br /&gt;
* [https://www.youtube.com/watch?v=VEliwmiEn9s Baking and Using Ambient Occlusion in Verge3D for Blender]&lt;br /&gt;
* [https://youtu.be/QzYlSA-Wqy8 Exporting Cloth Simulation to Verge3D]&lt;br /&gt;
* [https://www.youtube.com/watch?v=ihu_IR7b6xo Building HTML-Based User Interfaces for 3D Web Apps]&lt;br /&gt;
* [https://www.youtube.com/watch?v=nQB6FfC7C7Y Exporting models from FreeCAD to WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=Y-VUwoDL0qo Making interactive parametric models with Verge3D, Blender, and WebGL]&lt;br /&gt;
* [https://www.youtube.com/watch?v=dJdUKwSxA8c Making 3D Product Configurators for WooCommerce]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_0Q2SmxROuk Timelapse - Creating Ring Configurator]&lt;br /&gt;
&lt;br /&gt;
=== Articles ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.soft8soft.com/blender-to-webgl-in-4-simple-steps/ Blender to WebGL in 4 Simple Steps]&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/9MK5qUWbaD8 Blender: 4 ways to make Linear Rotation] - by Xeons3dLab&lt;br /&gt;
*[https://youtu.be/0lYkvXpqsYw Blender: Sprite Sheets - how to create a shader and animate for Verge3d] - by Xeons3dLab&lt;br /&gt;
*[https://www.youtube.com/watch?v=7N0i0uKm0pY Blender: Interactive Animations] — by IgnitED Labs. Learn how to create interactive animations using the Verge3D plugin for Blender.&lt;br /&gt;
* [https://www.youtube.com/watch?v=U6aGboR_sHE Creating interactive interior visualization] — by Dorian Zgraggen.&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLvH2ejcv0wjRA4K6pQ6mUZgLTueIGSMe2 Creating Asteroids game] — by Dariusz Dzwonkowski.&lt;br /&gt;
* [https://youtu.be/ddRRNwBvNk0 Manual animation control, text objects and GIFT] — by CyberFox studio.&lt;br /&gt;
* [https://www.youtube.com/watch?v=Htd0Qe9ABD0 Creating Space Invaders game in both 2D and 3D] — by NASA vet Brian Kumanchik.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Blender_Linear_Rotation_Tutorial_-_Xeons3dLab&amp;diff=903</id>
		<title>Blender Linear Rotation Tutorial - Xeons3dLab</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Blender_Linear_Rotation_Tutorial_-_Xeons3dLab&amp;diff=903"/>
		<updated>2023-07-18T21:18:57Z</updated>

		<summary type="html">&lt;p&gt;Xeon: Xeon moved page Category:Blender Linear Rotation Tutorial - Xeons to Category:Blender Linear Rotation Tutorial - Xeons3dLab: misclassification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[:Category:Blender Linear Rotation Tutorial - Xeons3dLab]]&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Sprite_Sheets_for_Blender_and_Verge3D_-_Xeons3dLab&amp;diff=896</id>
		<title>Sprite Sheets for Blender and Verge3D - Xeons3dLab</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Sprite_Sheets_for_Blender_and_Verge3D_-_Xeons3dLab&amp;diff=896"/>
		<updated>2023-07-16T04:45:18Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Blender]]&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
Sprite Sheets for Blender and Verge3d by Xeon&#039;s 3D Lab.&lt;br /&gt;
Learn how to create a shader group that will make controlling and cycling through a sprite sheet extremely easy.  Learn how to animate in Blender or directly in Puzzles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;0lYkvXpqsYw&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Sprite_Sheets_for_Blender_and_Verge3D_-_Xeons3dLab&amp;diff=895</id>
		<title>Sprite Sheets for Blender and Verge3D - Xeons3dLab</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Sprite_Sheets_for_Blender_and_Verge3D_-_Xeons3dLab&amp;diff=895"/>
		<updated>2023-07-16T04:40:42Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=0lYkvXpqsYw&amp;amp;t=111s Sprite Sheet Tutorial]&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Sprite_Sheets_for_Blender_and_Verge3D_-_Xeons3dLab&amp;diff=894</id>
		<title>Sprite Sheets for Blender and Verge3D - Xeons3dLab</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Sprite_Sheets_for_Blender_and_Verge3D_-_Xeons3dLab&amp;diff=894"/>
		<updated>2023-07-16T04:35:56Z</updated>

		<summary type="html">&lt;p&gt;Xeon: Created page with &amp;quot;[https://www.youtube.com/watch?v=0lYkvXpqsYw&amp;amp;t=111s Sprite Sheet Tutorial]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.youtube.com/watch?v=0lYkvXpqsYw&amp;amp;t=111s Sprite Sheet Tutorial]&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Category:Tutorials_and_How-Tos&amp;diff=893</id>
		<title>Category:Tutorials and How-Tos</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Category:Tutorials_and_How-Tos&amp;diff=893"/>
		<updated>2023-07-16T04:23:27Z</updated>

		<summary type="html">&lt;p&gt;Xeon: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Category:Tutorials_and_How-Tos&amp;diff=892</id>
		<title>Category:Tutorials and How-Tos</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Category:Tutorials_and_How-Tos&amp;diff=892"/>
		<updated>2023-07-16T04:23:02Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sprite Sheets&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=839</id>
		<title>Route 66 Digital - Capricorn Project</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=839"/>
		<updated>2023-03-19T04:36:25Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Apps and Demos]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In 2022, Robotique &#039;&#039;FIRS&#039;&#039;T Québec (https://robotiquefirstquebec.org/) approached Route 66 Digital, LLC ( https://www.r66d.com/ ) to help in the development of a Verge3d application based on an existing CAD model of a competition robot.  &lt;br /&gt;
&lt;br /&gt;
This project involves many people from around the globe that have dedicated their time voluntarily to present an educational proof of concept that Régis Bekale of Robotique &#039;&#039;FIRST&#039;&#039; Québec has envisioned.        &lt;br /&gt;
[[File:RFQ Jan Build.jpg|thumb|TRY THE INTERACTIVE https://www.r66d.com/robot-explorer-january-build]]&lt;br /&gt;
This project is primarily funded through donations, partnerships, and modelers from around the globe.            &lt;br /&gt;
&lt;br /&gt;
Original Work by:  Régis Bekale   &lt;br /&gt;
&lt;br /&gt;
Developed by: Route 66 Digital, LLC      &lt;br /&gt;
&lt;br /&gt;
====== In Partnership with: ======&lt;br /&gt;
Azrieli Foundation   &lt;br /&gt;
&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec   &lt;br /&gt;
&lt;br /&gt;
Fusion Jeunesse   &lt;br /&gt;
&lt;br /&gt;
Route 66 Digital   &lt;br /&gt;
&lt;br /&gt;
École Secondaire Saint-Laurent      &lt;br /&gt;
&lt;br /&gt;
== Partner With Us ==&lt;br /&gt;
We are harnessing the power of video game technology and leveraging students&#039; desire to explore and create in 3D environments to inform and educate in an entertaining and meaningful way.  We are pushing the boundaries of technology to bring interactive educational 3D content to every student on desktop and mobile devices where they can learn STEM concepts easily and quickly at home, work or play.  Our hopes and dreams are to enable each student the ability to have their own interactive technology platform in the palm of their hands eliminating financial and physical barriers that prohibit many from gaining valuable experience.  Software updates will expand content and functionality allowing the students to use the application as a long-term learning system.  &lt;br /&gt;
&lt;br /&gt;
We need your financial help to achieve our dreams and goals.  Your contributions today can go a long way to helping students Learn without Limits.&lt;br /&gt;
&lt;br /&gt;
Join our team of partners: Azrieli Foundation, Robotique &#039;&#039;FIRST&#039;&#039; Québec, Fusion Jeunesse, Route 66 Digital and École Secondaire Saint-Laurent, to help us develop the pedagogical tool named Capricorn. With your support, the possibilities are enormous! But to achieve these goals, we need you!  Your technical, creative expertise or financial contribution would be a catalyst to support this project!   Please contact us at [mailto:&amp;amp;#x20;Info@robitquefirstquebec.org info@robitquefirstquebec.org].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Project Goals&#039;&#039;&#039; ==&lt;br /&gt;
The goal of the Capricorn project is to create a 3D immersive educational platform that educators can use to reach their students in new and exciting ways.  To provide an educational tool that can be accessed from anywhere that explains complex scientific topics through interactive lesson plans and gamification while promoting and garnering interest in science and technology.   Educators can utilize existing content such as the initial robot or  upload new content from a future existing library or content they create.   Students can follow along in class or explore the content on their own where ever they are.  They will be able to learn and deepen their understanding of electronics, mechanics, numerous STEM concepts as well as the rapid and efficient prototyping of a robot for the &#039;&#039;FIRST&#039;&#039; international robotics competition.&lt;br /&gt;
&lt;br /&gt;
We call upon inspiring people with endless creativity from all STEM fields and many others to help bring our vision to fruition.&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/robot-explorer-january-build Try Capricorn] and discover what it means to learn without limits!&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Timeline&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 17th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec and Route 66 Digital have developed a 3D interactive for the 2023 Robotics Festival.   Visit the &#039;&#039;FIRST&#039;&#039; Tech Challenge Provincial Championship at Grand Quay of Port Montréal on January 28th, 2023.   Be one of the first to experience the first of three interactives to be released this year.   Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 28th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Interactive on display at &#039;&#039;FIRST&#039;&#039; Tech Challenge Provincial Championship at Grand Quay of Port Montréal&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 29th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
&#039;&#039;&#039;Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The January build&#039;s primary function was to reduce the triangle count from over 30 million to under 3 million.  The initial thoughts were that the CAD models could be optimized or decimated to achieve a minimum target of 3 million with the phase 1 timing.  It was quickly realized that optimization took longer than remodeling from scratch and did not yield good results.   Remodeling allowed for complete control over good topology allowing us to use even fewer triangles than expected.  Due to the January delivery date requirement, model optimization stopped when we reached 1.9 million triangles 33% below our target.   Optimization of the models continues and we expect to be under 1,000,000 triangles by mid-summer 2023.  Although the build was designed as Verge3d app output to an Electron App the online version worked so well we thought we would release it too.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;MARCH 29TH, 2023&#039;&#039;&#039; =====&lt;br /&gt;
The March build that includes two additional interactive components will be released at the Robotics Competition on March 29-30-31 and April 1 at Colisée Videotron in Trois-Rivières, Québec.  &lt;br /&gt;
&lt;br /&gt;
== Frequently Asked Questions ==&lt;br /&gt;
&lt;br /&gt;
====== January Build ======&lt;br /&gt;
Q:  Why is the shading flat?   &lt;br /&gt;
&lt;br /&gt;
A:   CAD models when imported into Blender arrive with nearly every edge marked as sharp and no smoothing groups, leading to very flat rendered surfaces. The optimized models, created in Blender, have sharps on required edges and auto smoothing producing nice smooth curved surfaces within the limits of the target triangle count for each object as described above. The January Build had many objectives: a proof of concept, a work in progress milestone and a kiosk to be shown to partners and investors but most importantly, the output could not impact the continuing development of the March and Summer builds. With these factors in mind, the January Build left many components not shaded smooth that will be updated in subsequent builds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t you use normal maps, ambient occlusion or more detailed texture maps?  &lt;br /&gt;
&lt;br /&gt;
A: When working on a project with mid process releases, there are a few methods that can be used to produce the delivery.  The first is to fork the model and code at a particular point and then work on this branch separately from the main branch, allowing it to be fully optimized, textured, mapped, etc.   This type of process requires you have at your disposal a larger team that can handle simultaneous development of the two development branches and most importantly the funding to support the level of effort required.  This project is being funded by non profits Robitque &#039;&#039;FIRST&#039;&#039; Québec and Fusion Jeunesse and an approach that did not impact their budget was the direction selected.   If the project was forked, the model would have been UV mapped, textured, organized, animated and shaded three separate times. increasing the cost of the project.   The approach taken, allows the use prototype textures and shaders or simple place holders until all the model optimization and animation is completed.   Since the first two releases are &amp;quot;proof of concepts&amp;quot; and &amp;quot;work in progress updates&amp;quot; the final texturing, normal maps, shading, etc. can wait until the end allow us to optimize the textures around the final: object count, triangle count, and memory usage per device type.  Most importantly it ensures we do this process only one time saving the client additional costs.   &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Links&#039;&#039;&#039; ==&lt;br /&gt;
Soft8Soft Youtube -https://youtu.be/-r5WjvL4lig&lt;br /&gt;
&lt;br /&gt;
Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&lt;br /&gt;
&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec:  https://robotiquefirstquebec.org/&lt;br /&gt;
&lt;br /&gt;
Route 66 Digital: https://www.r66d.com&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
====== Individuals (listed alphabetically) ======&lt;br /&gt;
&lt;br /&gt;
* Régis Bekale - Robotique &#039;&#039;FIRST&#039;&#039; Québec - Executive Producer - original concept creator&lt;br /&gt;
*Martine Campbell - administration&lt;br /&gt;
* Vincent Del Campo - Blender 3D model optimization&lt;br /&gt;
* Daniel Delisle - Senior CAD model developer &lt;br /&gt;
* Lizzie Laubie - 3D modeling intern&lt;br /&gt;
* Sidney Lavoie - technical writer&lt;br /&gt;
* Ryma Merrouchi - technical writer&lt;br /&gt;
* Clément Perrotte - Blender 3D model optimization &lt;br /&gt;
* Jean Philippe Poirier - senior technical advisor, mechanical engineering and animation consultant&lt;br /&gt;
&lt;br /&gt;
====== Corporate (listed alphabetically) ======&lt;br /&gt;
&lt;br /&gt;
* Route 66 Digital - Blender 3D model optimization, interface design, project management, programming and consulting&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Featured_applications_made_with_Verge3D&amp;diff=825</id>
		<title>Featured applications made with Verge3D</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Featured_applications_made_with_Verge3D&amp;diff=825"/>
		<updated>2023-02-18T05:09:19Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Route 66 Digital Demos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Apps and Demos]]&lt;br /&gt;
This article contains a list of notable applications made with Verge3D. Please share only complete and published projects here.&lt;br /&gt;
&lt;br /&gt;
== E-Commerce / 3D configurators ==&lt;br /&gt;
&lt;br /&gt;
[https://cdn.soft8soft.com/demo/applications/scooter/index.html Scooter] – 3D product configurator featuring HDR rendering, realistic materials, a code-less approach for creating more than a million possible combinations. Made by Soft8Soft.&lt;br /&gt;
&lt;br /&gt;
[https://cdn.soft8soft.com/demo/applications/jewelry_configurator/index.html Jewelry Configurator] – interactive web-based jewelry customizer. Made by Soft8Soft.&lt;br /&gt;
&lt;br /&gt;
[https://www.configureone.com/rt3d-quadcopter-demo/ Passenger Drone Configurator] – concept visualization of configure, price, quote system developed by Configure One, Inc.&lt;br /&gt;
&lt;br /&gt;
== Product visualizations ==&lt;br /&gt;
&lt;br /&gt;
[https://basf-vcar.com/ Virtual Car OEM Explorer] — virtual car showcasing chemistry-driven solutions for future mobility. Made by BASF Automotive Solutions.&lt;br /&gt;
&lt;br /&gt;
[https://www.infineon.com/cms/media/PMM_3dmodels/3300w-dc-dc-converter/ Printed Circuit Board] – marketing tool by Infineon Technologies AG.&lt;br /&gt;
&lt;br /&gt;
[https://www.oppo.com/de/events/find-x2-pro-vodafone/ X2 Pro Smartphone] – immersive 3D visualization created for Oppo and Vodafone by dreidesign.&lt;br /&gt;
&lt;br /&gt;
== E-Learning ==&lt;br /&gt;
&lt;br /&gt;
[https://cdn.soft8soft.com/demo/applications/industrial_robot/index.html Industrial Robot] — AR/VR experience for engineering. A virtual robot capable of assembly, welding, drilling, and packaging. Made by Soft8Soft.&lt;br /&gt;
&lt;br /&gt;
== Architecture and construction ==&lt;br /&gt;
&lt;br /&gt;
[https://www.yak-construire.com/wp-content/themes/yak2018/modeles3d/anouka/index.html Anou’ka House] — interactive home planner by French developer ya&#039;K construire.com&lt;br /&gt;
&lt;br /&gt;
== Medical and scientific visualizations ==&lt;br /&gt;
&lt;br /&gt;
[https://eyes.nasa.gov/curiosity/ Mars Rover Online 3D Simulator] — award-winning experience by NASA&#039;s Jet Propulsion Laboratory.&lt;br /&gt;
&lt;br /&gt;
[https://www.suva.ch/de-ch/news/unfall/knieverletzungen-vorbeugen Medical 3D Illustration] — by Swiss National Accident Insurance Fund.&lt;br /&gt;
&lt;br /&gt;
== Business presentations ==&lt;br /&gt;
&lt;br /&gt;
[https://www.viewspread.com/h-col-105.html Wind Generator] — infographics by View Spread studio.&lt;br /&gt;
&lt;br /&gt;
== Geospatial visualizations ==&lt;br /&gt;
&lt;br /&gt;
[https://visitbunburygeographe.com.au/maptest/# The Bunbury Geographe] — tourist attractions map by Visit Bunbury.&lt;br /&gt;
&lt;br /&gt;
== Browser games ==&lt;br /&gt;
&lt;br /&gt;
[https://cdn.soft8soft.com/demo/applications/farmers_journey_max/index.html Farmer&#039;s Journey] — an engaging WebGL game based on the Verge3D engine. Made by Soft8Soft.&lt;br /&gt;
&lt;br /&gt;
[https://cyber-fox.net/projects/foxrunner/ Fox Runner] — browser game by CyberFox studio.&lt;br /&gt;
&lt;br /&gt;
== Art and demos ==&lt;br /&gt;
&lt;br /&gt;
[https://www.illussimo.com/webgl/myVehicle-fantasy/my_vehicle_fantasy.html Fantasy Vehicle] — audio-visual experience by Simone Lipschitz.&lt;br /&gt;
&lt;br /&gt;
== Route 66 Digital Demos==&lt;br /&gt;
[https://www.r66d.com/robot-explorer-january-build Robot Explorer] - STEM educational demonstrator&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/starpuzzle Star Puzzle Solution] - Interactive step-by-step instruction guide&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/escape Escape Room] - an interactive short game.&lt;br /&gt;
&lt;br /&gt;
[https://webgl.r66dapps.com/toothbrush/ Electric Toothbrush] - product demo / educational demo&lt;br /&gt;
&lt;br /&gt;
[https://webgl.r66dapps.com/p51/ P51 Beer] - explores post-processing effects &amp;amp; e-commerce integration &lt;br /&gt;
&lt;br /&gt;
see them all at [https://www.r66d.com Route 66 Digital] &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[https://www.soft8soft.com/gallery/ Gallery] — the app gallery on the Soft8Soft website.&lt;br /&gt;
*[[Web3D Examples by Philip Fong]]&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=821</id>
		<title>Route 66 Digital - Capricorn Project</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=821"/>
		<updated>2023-02-09T18:35:51Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Individuals (listed alphabetically) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Apps and Demos]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In 2022, Robotique &#039;&#039;FIRS&#039;&#039;T Québec (https://robotiquefirstquebec.org/) approached Route 66 Digital, LLC ( https://www.r66d.com/ ) to help in the development of a Verge3d application based on an existing CAD model of a competition robot.  &lt;br /&gt;
&lt;br /&gt;
This project involves many people from around the globe that have dedicated their time voluntarily to present an educational proof of concept that Régis Bekale of Robotique &#039;&#039;FIRST&#039;&#039; Québec has envisioned.        &lt;br /&gt;
[[File:RFQ Jan Build.jpg|thumb|TRY THE INTERACTIVE https://www.r66d.com/robot-explorer-january-build]]&lt;br /&gt;
This project is primarily funded through donations, partnerships, and modelers from around the globe.            &lt;br /&gt;
&lt;br /&gt;
Original Work by:  Régis Bekale   &lt;br /&gt;
&lt;br /&gt;
Developed by: Route 66 Digital, LLC      &lt;br /&gt;
&lt;br /&gt;
====== In Partnership with: ======&lt;br /&gt;
Azrieli Foundation   &lt;br /&gt;
&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec   &lt;br /&gt;
&lt;br /&gt;
Fusion Jeunesse   &lt;br /&gt;
&lt;br /&gt;
Route 66 Digital   &lt;br /&gt;
&lt;br /&gt;
École Secondaire Saint-Laurent      &lt;br /&gt;
&lt;br /&gt;
== Partner With Us ==&lt;br /&gt;
We are harnessing the power of video game technology and leveraging students&#039; desire to explore and create in 3D environments to inform and educate in an entertaining and meaningful way.  We are pushing the boundaries of technology to bring interactive educational 3D content to every student on desktop and mobile devices where they can learn STEM concepts easily and quickly at home, work or play.  Our hopes and dreams are to enable each student the ability to have their own interactive technology platform in the palm of their hands eliminating financial and physical barriers that prohibit many from gaining valuable experience.  Software updates will expand content and functionality allowing the students to use the application as a long-term learning system.  &lt;br /&gt;
&lt;br /&gt;
We need your financial help to achieve our dreams and goals.  Your contributions today can go a long way to helping students Learn without Limits.&lt;br /&gt;
&lt;br /&gt;
Join our team of partners: Azrieli Foundation, Robotique &#039;&#039;FIRST&#039;&#039; Québec, Fusion Jeunesse, Route 66 Digital and École Secondaire Saint-Laurent, to help us develop the pedagogical tool named Capricorn. With your support, the possibilities are enormous! But to achieve these goals, we need you!  Your technical, creative expertise or financial contribution would be a catalyst to support this project!   Please contact us at [mailto:&amp;amp;#x20;Info@robitquefirstquebec.org info@robitquefirstquebec.org].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Project Goals&#039;&#039;&#039; ==&lt;br /&gt;
The goal of the Capricorn project is to create a 3D immersive educational platform that educators can use to reach their students in new and exciting ways.  To provide an educational tool that can be accessed from anywhere that explains complex scientific topics through interactive lesson plans and gamification while promoting and garnering interest in science and technology.   Educators can utilize existing content such as the initial robot or  upload new content from a future existing library or content they create.   Students can follow along in class or explore the content on their own where ever they are.  They will be able to learn and deepen their understanding of electronics, mechanics, numerous STEM concepts as well as the rapid and efficient prototyping of a robot for the &#039;&#039;FIRST&#039;&#039; international robotics competition.&lt;br /&gt;
&lt;br /&gt;
We call upon inspiring people with endless creativity from all STEM fields and many others to help bring our vision to fruition.&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/robot-explorer-january-build Try Capricorn] and discover what it means to learn without limits!&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Timeline&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 17th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec and Route 66 Digital have developed a 3D interactive for the 2023 Robotics Festival.   Visit the &#039;&#039;FIRST&#039;&#039; Tech Challenge Provincial Championship at Grand Quay of Port Montréal on January 28th, 2023.   Be one of the first to experience the first of three interactives to be released this year.   Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 28th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Interactive on display at &#039;&#039;FIRST&#039;&#039; Tech Challenge Provincial Championship at Grand Quay of Port Montréal&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 29th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
&#039;&#039;&#039;Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The January build&#039;s primary function was to reduce the triangle count from over 30 million to under 3 million.  The initial thoughts were that the CAD models could be optimized or decimated to achieve a minimum target of 3 million with the phase 1 timing.  It was quickly realized that optimization took longer than remodeling from scratch and did not yield good results.   Remodeling allowed for complete control over good topology allowing us to use even fewer triangles than expected.  Due to the January delivery date requirement, model optimization stopped when we reached 1.9 million triangles 33% below our target.   Optimization of the models continues and we expect to be under 1,000,000 triangles by mid-summer 2023.  Although the build was designed as Verge3d app output to an Electron App the online version worked so well we thought we would release it too.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Frequently Asked Questions ==&lt;br /&gt;
&lt;br /&gt;
====== January Build ======&lt;br /&gt;
Q:  Why is the shading flat?   &lt;br /&gt;
&lt;br /&gt;
A:   CAD models when imported into Blender arrive with nearly every edge marked as sharp and no smoothing groups, leading to very flat rendered surfaces. The optimized models, created in Blender, have sharps on required edges and auto smoothing producing nice smooth curved surfaces within the limits of the target triangle count for each object as described above. The January Build had many objectives: a proof of concept, a work in progress milestone and a kiosk to be shown to partners and investors but most importantly, the output could not impact the continuing development of the March and Summer builds. With these factors in mind, the January Build left many components not shaded smooth that will be updated in subsequent builds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t you use normal maps, ambient occlusion or more detailed texture maps?  &lt;br /&gt;
&lt;br /&gt;
A: When working on a project with mid process releases, there are a few methods that can be used to produce the delivery.  The first is to fork the model and code at a particular point and then work on this branch separately from the main branch, allowing it to be fully optimized, textured, mapped, etc.   This type of process requires you have at your disposal a larger team that can handle simultaneous development of the two development branches and most importantly the funding to support the level of effort required.  This project is being funded by non profits Robitque &#039;&#039;FIRST&#039;&#039; Québec and Fusion Jeunesse and an approach that did not impact their budget was the direction selected.   If the project was forked, the model would have been UV mapped, textured, organized, animated and shaded three separate times. increasing the cost of the project.   The approach taken, allows the use prototype textures and shaders or simple place holders until all the model optimization and animation is completed.   Since the first two releases are &amp;quot;proof of concepts&amp;quot; and &amp;quot;work in progress updates&amp;quot; the final texturing, normal maps, shading, etc. can wait until the end allow us to optimize the textures around the final: object count, triangle count, and memory usage per device type.  Most importantly it ensures we do this process only one time saving the client additional costs.   &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Links&#039;&#039;&#039; ==&lt;br /&gt;
Soft8Soft Youtube -https://youtu.be/-r5WjvL4lig&lt;br /&gt;
&lt;br /&gt;
Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&lt;br /&gt;
&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec:  https://robotiquefirstquebec.org/&lt;br /&gt;
&lt;br /&gt;
Route 66 Digital: https://www.r66d.com&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
====== Individuals (listed alphabetically) ======&lt;br /&gt;
&lt;br /&gt;
* Régis Bekale - Robotique &#039;&#039;FIRST&#039;&#039; Québec - Executive Producer - original concept creator&lt;br /&gt;
*Martine Campbell - administration&lt;br /&gt;
* Vincent Del Campo - Blender 3D model optimization&lt;br /&gt;
* Daniel Delisle - Senior CAD model developer &lt;br /&gt;
* Lizzie Laubie - 3D modeling intern&lt;br /&gt;
* Sidney Lavoie - technical writer&lt;br /&gt;
* Ryma Merrouchi - technical writer&lt;br /&gt;
* Clément Perrotte - Blender 3D model optimization &lt;br /&gt;
* Jean Philippe Poirier - senior technical advisor, mechanical engineering and animation consultant&lt;br /&gt;
&lt;br /&gt;
====== Corporate (listed alphabetically) ======&lt;br /&gt;
&lt;br /&gt;
* Route 66 Digital - Blender 3D model optimization, interface design, project management, programming and consulting&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=820</id>
		<title>Route 66 Digital - Capricorn Project</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=820"/>
		<updated>2023-02-08T15:48:47Z</updated>

		<summary type="html">&lt;p&gt;Xeon: FAQ section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Apps and Demos]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In 2022, Robotique &#039;&#039;FIRS&#039;&#039;T Québec (https://robotiquefirstquebec.org/) approached Route 66 Digital, LLC ( https://www.r66d.com/ ) to help in the development of a Verge3d application based on an existing CAD model of a competition robot.  &lt;br /&gt;
&lt;br /&gt;
This project involves many people from around the globe that have dedicated their time voluntarily to present an educational proof of concept that Régis Bekale of Robotique &#039;&#039;FIRST&#039;&#039; Québec has envisioned.        &lt;br /&gt;
[[File:RFQ Jan Build.jpg|thumb|TRY THE INTERACTIVE https://www.r66d.com/robot-explorer-january-build]]&lt;br /&gt;
This project is primarily funded through donations, partnerships, and modelers from around the globe.            &lt;br /&gt;
&lt;br /&gt;
Original Work by:  Régis Bekale   &lt;br /&gt;
&lt;br /&gt;
Developed by: Route 66 Digital, LLC      &lt;br /&gt;
&lt;br /&gt;
====== In Partnership with: ======&lt;br /&gt;
Azrieli Foundation   &lt;br /&gt;
&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec   &lt;br /&gt;
&lt;br /&gt;
Fusion Jeunesse   &lt;br /&gt;
&lt;br /&gt;
Route 66 Digital   &lt;br /&gt;
&lt;br /&gt;
École Secondaire Saint-Laurent      &lt;br /&gt;
&lt;br /&gt;
== Partner With Us ==&lt;br /&gt;
We are harnessing the power of video game technology and leveraging students&#039; desire to explore and create in 3D environments to inform and educate in an entertaining and meaningful way.  We are pushing the boundaries of technology to bring interactive educational 3D content to every student on desktop and mobile devices where they can learn STEM concepts easily and quickly at home, work or play.  Our hopes and dreams are to enable each student the ability to have their own interactive technology platform in the palm of their hands eliminating financial and physical barriers that prohibit many from gaining valuable experience.  Software updates will expand content and functionality allowing the students to use the application as a long-term learning system.  &lt;br /&gt;
&lt;br /&gt;
We need your financial help to achieve our dreams and goals.  Your contributions today can go a long way to helping students Learn without Limits.&lt;br /&gt;
&lt;br /&gt;
Join our team of partners: Azrieli Foundation, Robotique &#039;&#039;FIRST&#039;&#039; Québec, Fusion Jeunesse, Route 66 Digital and École Secondaire Saint-Laurent, to help us develop the pedagogical tool named Capricorn. With your support, the possibilities are enormous! But to achieve these goals, we need you!  Your technical, creative expertise or financial contribution would be a catalyst to support this project!   Please contact us at [mailto:&amp;amp;#x20;Info@robitquefirstquebec.org info@robitquefirstquebec.org].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Project Goals&#039;&#039;&#039; ==&lt;br /&gt;
The goal of the Capricorn project is to create a 3D immersive educational platform that educators can use to reach their students in new and exciting ways.  To provide an educational tool that can be accessed from anywhere that explains complex scientific topics through interactive lesson plans and gamification while promoting and garnering interest in science and technology.   Educators can utilize existing content such as the initial robot or  upload new content from a future existing library or content they create.   Students can follow along in class or explore the content on their own where ever they are.  They will be able to learn and deepen their understanding of electronics, mechanics, numerous STEM concepts as well as the rapid and efficient prototyping of a robot for the &#039;&#039;FIRST&#039;&#039; international robotics competition.&lt;br /&gt;
&lt;br /&gt;
We call upon inspiring people with endless creativity from all STEM fields and many others to help bring our vision to fruition.&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/robot-explorer-january-build Try Capricorn] and discover what it means to learn without limits!&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Timeline&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 17th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec and Route 66 Digital have developed a 3D interactive for the 2023 Robotics Festival.   Visit the &#039;&#039;FIRST&#039;&#039; Tech Challenge Provincial Championship at Grand Quay of Port Montréal on January 28th, 2023.   Be one of the first to experience the first of three interactives to be released this year.   Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 28th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Interactive on display at &#039;&#039;FIRST&#039;&#039; Tech Challenge Provincial Championship at Grand Quay of Port Montréal&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 29th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
&#039;&#039;&#039;Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The January build&#039;s primary function was to reduce the triangle count from over 30 million to under 3 million.  The initial thoughts were that the CAD models could be optimized or decimated to achieve a minimum target of 3 million with the phase 1 timing.  It was quickly realized that optimization took longer than remodeling from scratch and did not yield good results.   Remodeling allowed for complete control over good topology allowing us to use even fewer triangles than expected.  Due to the January delivery date requirement, model optimization stopped when we reached 1.9 million triangles 33% below our target.   Optimization of the models continues and we expect to be under 1,000,000 triangles by mid-summer 2023.  Although the build was designed as Verge3d app output to an Electron App the online version worked so well we thought we would release it too.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Frequently Asked Questions ==&lt;br /&gt;
&lt;br /&gt;
====== January Build ======&lt;br /&gt;
Q:  Why is the shading flat?   &lt;br /&gt;
&lt;br /&gt;
A:   CAD models when imported into Blender arrive with nearly every edge marked as sharp and no smoothing groups, leading to very flat rendered surfaces. The optimized models, created in Blender, have sharps on required edges and auto smoothing producing nice smooth curved surfaces within the limits of the target triangle count for each object as described above. The January Build had many objectives: a proof of concept, a work in progress milestone and a kiosk to be shown to partners and investors but most importantly, the output could not impact the continuing development of the March and Summer builds. With these factors in mind, the January Build left many components not shaded smooth that will be updated in subsequent builds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t you use normal maps, ambient occlusion or more detailed texture maps?  &lt;br /&gt;
&lt;br /&gt;
A: When working on a project with mid process releases, there are a few methods that can be used to produce the delivery.  The first is to fork the model and code at a particular point and then work on this branch separately from the main branch, allowing it to be fully optimized, textured, mapped, etc.   This type of process requires you have at your disposal a larger team that can handle simultaneous development of the two development branches and most importantly the funding to support the level of effort required.  This project is being funded by non profits Robitque &#039;&#039;FIRST&#039;&#039; Québec and Fusion Jeunesse and an approach that did not impact their budget was the direction selected.   If the project was forked, the model would have been UV mapped, textured, organized, animated and shaded three separate times. increasing the cost of the project.   The approach taken, allows the use prototype textures and shaders or simple place holders until all the model optimization and animation is completed.   Since the first two releases are &amp;quot;proof of concepts&amp;quot; and &amp;quot;work in progress updates&amp;quot; the final texturing, normal maps, shading, etc. can wait until the end allow us to optimize the textures around the final: object count, triangle count, and memory usage per device type.  Most importantly it ensures we do this process only one time saving the client additional costs.   &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Links&#039;&#039;&#039; ==&lt;br /&gt;
Soft8Soft Youtube -https://youtu.be/-r5WjvL4lig&lt;br /&gt;
&lt;br /&gt;
Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&lt;br /&gt;
&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec:  https://robotiquefirstquebec.org/&lt;br /&gt;
&lt;br /&gt;
Route 66 Digital: https://www.r66d.com&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
====== Individuals (listed alphabetically) ======&lt;br /&gt;
&lt;br /&gt;
* Régis Bekale - Robitique &#039;&#039;FIRST&#039;&#039; Québec - Executive Producer - original concept creator&lt;br /&gt;
*Martine Campbell - administration&lt;br /&gt;
* Vincent Del Campo - Blender 3D model optimization&lt;br /&gt;
* Daniel Delisle - CAD model developer&lt;br /&gt;
* Lizzie Laubie - 3D modeling intern&lt;br /&gt;
* Sidney Lavoie - technical writer&lt;br /&gt;
* Ryma Merrouchi - technical writer&lt;br /&gt;
* Clément Perrotte - Blender 3D model optimization &lt;br /&gt;
* Jean Philippe Poirier - senior technical advisor, mechanical engineering and animation consultant&lt;br /&gt;
&lt;br /&gt;
====== Corporate (listed alphabetically) ======&lt;br /&gt;
&lt;br /&gt;
* Route 66 Digital - Blender 3D model optimization, interface design, project management, programming and consulting&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=818</id>
		<title>Route 66 Digital - Capricorn Project</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=818"/>
		<updated>2023-02-04T16:39:25Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Individuals (listed alphabetically) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Apps and Demos]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In 2022, Robotique &#039;&#039;FIRS&#039;&#039;T Québec (https://robotiquefirstquebec.org/) approached Route 66 Digital, LLC ( https://www.r66d.com/ ) to help in the development of a Verge3d application based on an existing CAD model of a competition robot.  &lt;br /&gt;
&lt;br /&gt;
This project involves many people from around the globe that have dedicated their time voluntarily to present an educational proof of concept that Régis Bekale of Robotique &#039;&#039;FIRST&#039;&#039; Québec has envisioned.        &lt;br /&gt;
[[File:RFQ Jan Build.jpg|thumb|TRY THE INTERACTIVE https://www.r66d.com/robot-explorer-january-build]]&lt;br /&gt;
This project is primarily funded through donations, partnerships, and modelers from around the globe.            &lt;br /&gt;
&lt;br /&gt;
Original Work by:  Régis Bekale   &lt;br /&gt;
&lt;br /&gt;
Developed by: Route 66 Digital, LLC      &lt;br /&gt;
&lt;br /&gt;
====== In Partnership with: ======&lt;br /&gt;
Azrieli Foundation   &lt;br /&gt;
&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec   &lt;br /&gt;
&lt;br /&gt;
Fusion Jeunesse   &lt;br /&gt;
&lt;br /&gt;
Route 66 Digital   &lt;br /&gt;
&lt;br /&gt;
École Secondaire Saint-Laurent      &lt;br /&gt;
&lt;br /&gt;
== Partner With Us ==&lt;br /&gt;
We are harnessing the power of video game technology and leveraging students&#039; desire to explore and create in 3D environments to inform and educate in an entertaining and meaningful way.  We are pushing the boundaries of technology to bring interactive educational 3D content to every student on desktop and mobile devices where they can learn STEM concepts easily and quickly at home, work or play.  Our hopes and dreams are to enable each student the ability to have their own interactive technology platform in the palm of their hands eliminating financial and physical barriers that prohibit many from gaining valuable experience.  Software updates will expand content and functionality allowing the students to use the application as a long-term learning system.  &lt;br /&gt;
&lt;br /&gt;
We need your financial help to achieve our dreams and goals.  Your contributions today can go a long way to helping students Learn without Limits.&lt;br /&gt;
&lt;br /&gt;
Join our team of partners: Azrieli Foundation, Robotique &#039;&#039;FIRST&#039;&#039; Québec, Fusion Jeunesse, Route 66 Digital and École Secondaire Saint-Laurent, to help us develop the pedagogical tool named Capricorn. With your support, the possibilities are enormous! But to achieve these goals, we need you!  Your technical, creative expertise or financial contribution would be a catalyst to support this project!   Please contact us at [mailto:&amp;amp;#x20;Info@robitquefirstquebec.org info@robitquefirstquebec.org].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Project Goals&#039;&#039;&#039; ==&lt;br /&gt;
The goal of the Capricorn project is to create a 3D immersive educational platform that educators can use to reach their students in new and exciting ways.  To provide an educational tool that can be accessed from anywhere that explains complex scientific topics through interactive lesson plans and gamification while promoting and garnering interest in science and technology.   Educators can utilize existing content such as the initial robot or  upload new content from a future existing library or content they create.   Students can follow along in class or explore the content on their own where ever they are.  They will be able to learn and deepen their understanding of electronics, mechanics, numerous STEM concepts as well as the rapid and efficient prototyping of a robot for the &#039;&#039;FIRST&#039;&#039; international robotics competition.&lt;br /&gt;
&lt;br /&gt;
We call upon inspiring people with endless creativity from all STEM fields and many others to help bring our vision to fruition.&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/robot-explorer-january-build Try Capricorn] and discover what it means to learn without limits!&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Timeline&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 17th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec and Route 66 Digital have developed a 3D interactive for the 2023 Robotics Festival.   Visit the &#039;&#039;FIRST&#039;&#039; Tech Challenge Provincial Championship at Grand Quay of Port Montréal on January 28th, 2023.   Be one of the first to experience the first of three interactives to be released this year.   Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 28th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Interactive on display at &#039;&#039;FIRST&#039;&#039; Tech Challenge Provincial Championship at Grand Quay of Port Montréal&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 29th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
&#039;&#039;&#039;Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The January build&#039;s primary function was to reduce the triangle count from over 30 million to under 3 million.  The initial thoughts were that the CAD models could be optimized or decimated to achieve a minimum target of 3 million with the phase 1 timing.  It was quickly realized that optimization took longer than remodeling from scratch and did not yield good results.   Remodeling allowed for complete control over good topology allowing us to use even fewer triangles than expected.  Due to the January delivery date requirement, model optimization stopped when we reached 1.9 million triangles 33% below our target.   Optimization of the models continues and we expect to be under 1,000,000 triangles by mid-summer 2023.  Although the build was designed as Verge3d app output to an Electron App the online version worked so well we thought we would release it too.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Links&#039;&#039;&#039; ==&lt;br /&gt;
Soft8Soft Youtube -https://youtu.be/-r5WjvL4lig&lt;br /&gt;
&lt;br /&gt;
Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&lt;br /&gt;
&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec:  https://robotiquefirstquebec.org/&lt;br /&gt;
&lt;br /&gt;
Route 66 Digital: https://www.r66d.com&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
====== Individuals (listed alphabetically) ======&lt;br /&gt;
&lt;br /&gt;
* Régis Bekale - Robitique &#039;&#039;FIRST&#039;&#039; Québec - Executive Producer - original concept creator&lt;br /&gt;
*Martine Campbell - administration&lt;br /&gt;
* Vincent Del Campo - Blender 3D model optimization&lt;br /&gt;
* Daniel Delisle - CAD model developer&lt;br /&gt;
* Lizzie Laubie - 3D modeling intern&lt;br /&gt;
* Sidney Lavoie - technical writer&lt;br /&gt;
* Ryma Merrouchi - technical writer&lt;br /&gt;
* Clément Perrotte - Blender 3D model optimization &lt;br /&gt;
* Jean Philippe Poirier - senior technical advisor, mechanical engineering and animation consultant&lt;br /&gt;
&lt;br /&gt;
====== Corporate (listed alphabetically) ======&lt;br /&gt;
&lt;br /&gt;
* Route 66 Digital - Blender 3D model optimization, interface design, project management, programming and consulting&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=817</id>
		<title>Route 66 Digital - Capricorn Project</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=817"/>
		<updated>2023-02-04T16:38:57Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Individuals (listed alphabetically) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Apps and Demos]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In 2022, Robotique &#039;&#039;FIRS&#039;&#039;T Québec (https://robotiquefirstquebec.org/) approached Route 66 Digital, LLC ( https://www.r66d.com/ ) to help in the development of a Verge3d application based on an existing CAD model of a competition robot.  &lt;br /&gt;
&lt;br /&gt;
This project involves many people from around the globe that have dedicated their time voluntarily to present an educational proof of concept that Régis Bekale of Robotique &#039;&#039;FIRST&#039;&#039; Québec has envisioned.        &lt;br /&gt;
[[File:RFQ Jan Build.jpg|thumb|TRY THE INTERACTIVE https://www.r66d.com/robot-explorer-january-build]]&lt;br /&gt;
This project is primarily funded through donations, partnerships, and modelers from around the globe.            &lt;br /&gt;
&lt;br /&gt;
Original Work by:  Régis Bekale   &lt;br /&gt;
&lt;br /&gt;
Developed by: Route 66 Digital, LLC      &lt;br /&gt;
&lt;br /&gt;
====== In Partnership with: ======&lt;br /&gt;
Azrieli Foundation   &lt;br /&gt;
&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec   &lt;br /&gt;
&lt;br /&gt;
Fusion Jeunesse   &lt;br /&gt;
&lt;br /&gt;
Route 66 Digital   &lt;br /&gt;
&lt;br /&gt;
École Secondaire Saint-Laurent      &lt;br /&gt;
&lt;br /&gt;
== Partner With Us ==&lt;br /&gt;
We are harnessing the power of video game technology and leveraging students&#039; desire to explore and create in 3D environments to inform and educate in an entertaining and meaningful way.  We are pushing the boundaries of technology to bring interactive educational 3D content to every student on desktop and mobile devices where they can learn STEM concepts easily and quickly at home, work or play.  Our hopes and dreams are to enable each student the ability to have their own interactive technology platform in the palm of their hands eliminating financial and physical barriers that prohibit many from gaining valuable experience.  Software updates will expand content and functionality allowing the students to use the application as a long-term learning system.  &lt;br /&gt;
&lt;br /&gt;
We need your financial help to achieve our dreams and goals.  Your contributions today can go a long way to helping students Learn without Limits.&lt;br /&gt;
&lt;br /&gt;
Join our team of partners: Azrieli Foundation, Robotique &#039;&#039;FIRST&#039;&#039; Québec, Fusion Jeunesse, Route 66 Digital and École Secondaire Saint-Laurent, to help us develop the pedagogical tool named Capricorn. With your support, the possibilities are enormous! But to achieve these goals, we need you!  Your technical, creative expertise or financial contribution would be a catalyst to support this project!   Please contact us at [mailto:&amp;amp;#x20;Info@robitquefirstquebec.org info@robitquefirstquebec.org].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Project Goals&#039;&#039;&#039; ==&lt;br /&gt;
The goal of the Capricorn project is to create a 3D immersive educational platform that educators can use to reach their students in new and exciting ways.  To provide an educational tool that can be accessed from anywhere that explains complex scientific topics through interactive lesson plans and gamification while promoting and garnering interest in science and technology.   Educators can utilize existing content such as the initial robot or  upload new content from a future existing library or content they create.   Students can follow along in class or explore the content on their own where ever they are.  They will be able to learn and deepen their understanding of electronics, mechanics, numerous STEM concepts as well as the rapid and efficient prototyping of a robot for the &#039;&#039;FIRST&#039;&#039; international robotics competition.&lt;br /&gt;
&lt;br /&gt;
We call upon inspiring people with endless creativity from all STEM fields and many others to help bring our vision to fruition.&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/robot-explorer-january-build Try Capricorn] and discover what it means to learn without limits!&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Timeline&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 17th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec and Route 66 Digital have developed a 3D interactive for the 2023 Robotics Festival.   Visit the &#039;&#039;FIRST&#039;&#039; Tech Challenge Provincial Championship at Grand Quay of Port Montréal on January 28th, 2023.   Be one of the first to experience the first of three interactives to be released this year.   Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 28th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Interactive on display at &#039;&#039;FIRST&#039;&#039; Tech Challenge Provincial Championship at Grand Quay of Port Montréal&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 29th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
&#039;&#039;&#039;Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The January build&#039;s primary function was to reduce the triangle count from over 30 million to under 3 million.  The initial thoughts were that the CAD models could be optimized or decimated to achieve a minimum target of 3 million with the phase 1 timing.  It was quickly realized that optimization took longer than remodeling from scratch and did not yield good results.   Remodeling allowed for complete control over good topology allowing us to use even fewer triangles than expected.  Due to the January delivery date requirement, model optimization stopped when we reached 1.9 million triangles 33% below our target.   Optimization of the models continues and we expect to be under 1,000,000 triangles by mid-summer 2023.  Although the build was designed as Verge3d app output to an Electron App the online version worked so well we thought we would release it too.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Links&#039;&#039;&#039; ==&lt;br /&gt;
Soft8Soft Youtube -https://youtu.be/-r5WjvL4lig&lt;br /&gt;
&lt;br /&gt;
Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&lt;br /&gt;
&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec:  https://robotiquefirstquebec.org/&lt;br /&gt;
&lt;br /&gt;
Route 66 Digital: https://www.r66d.com&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
====== Individuals (listed alphabetically) ======&lt;br /&gt;
&lt;br /&gt;
* Régis Bekale - Robitique &#039;&#039;FIRST&#039;&#039; Quebec - Executive Producer - original concept creator&lt;br /&gt;
*Martine Campbell - administration&lt;br /&gt;
* Vincent Del Campo - Blender 3D model optimization&lt;br /&gt;
* Daniel Delisle - CAD model developer&lt;br /&gt;
* Lizzie Laubie - 3D modeling intern&lt;br /&gt;
* Sidney Lavoie - technical writer&lt;br /&gt;
* Ryma Merrouchi - technical writer&lt;br /&gt;
* Clément Perrotte - Blender 3D model optimization &lt;br /&gt;
* Jean Philippe Poirier - senior technical advisor, mechanical engineering and animation consultant&lt;br /&gt;
&lt;br /&gt;
====== Corporate (listed alphabetically) ======&lt;br /&gt;
&lt;br /&gt;
* Route 66 Digital - Blender 3D model optimization, interface design, project management, programming and consulting&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=816</id>
		<title>Route 66 Digital - Capricorn Project</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=816"/>
		<updated>2023-02-02T19:03:19Z</updated>

		<summary type="html">&lt;p&gt;Xeon: addition of contributors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Apps and Demos]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In 2022, Robotique &#039;&#039;FIRS&#039;&#039;T Québec (https://robotiquefirstquebec.org/) approached Route 66 Digital, LLC ( https://www.r66d.com/ ) to help in the development of a Verge3d application based on an existing CAD model of a competition robot.  &lt;br /&gt;
&lt;br /&gt;
This project involves many people from around the globe that have dedicated their time voluntarily to present an educational proof of concept that Régis Bekale of Robotique &#039;&#039;FIRST&#039;&#039; Québec has envisioned.        &lt;br /&gt;
[[File:RFQ Jan Build.jpg|thumb|TRY THE INTERACTIVE https://www.r66d.com/robot-explorer-january-build]]&lt;br /&gt;
This project is primarily funded through donations, partnerships, and modelers from around the globe.            &lt;br /&gt;
&lt;br /&gt;
Original Work by:  Régis Bekale   &lt;br /&gt;
&lt;br /&gt;
Developed by: Route 66 Digital, LLC      &lt;br /&gt;
&lt;br /&gt;
====== In Partnership with: ======&lt;br /&gt;
Azrieli Foundation   &lt;br /&gt;
&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec   &lt;br /&gt;
&lt;br /&gt;
Fusion Jeunesse   &lt;br /&gt;
&lt;br /&gt;
Route 66 Digital   &lt;br /&gt;
&lt;br /&gt;
École Secondaire Saint-Laurent      &lt;br /&gt;
&lt;br /&gt;
== Partner With Us ==&lt;br /&gt;
We are harnessing the power of video game technology and leveraging students&#039; desire to explore and create in 3D environments to inform and educate in an entertaining and meaningful way.  We are pushing the boundaries of technology to bring interactive educational 3D content to every student on desktop and mobile devices where they can learn STEM concepts easily and quickly at home, work or play.  Our hopes and dreams are to enable each student the ability to have their own interactive technology platform in the palm of their hands eliminating financial and physical barriers that prohibit many from gaining valuable experience.  Software updates will expand content and functionality allowing the students to use the application as a long-term learning system.  &lt;br /&gt;
&lt;br /&gt;
We need your financial help to achieve our dreams and goals.  Your contributions today can go a long way to helping students Learn without Limits.&lt;br /&gt;
&lt;br /&gt;
Join our team of partners: Azrieli Foundation, Robotique &#039;&#039;FIRST&#039;&#039; Québec, Fusion Jeunesse, Route 66 Digital and École Secondaire Saint-Laurent, to help us develop the pedagogical tool named Capricorn. With your support, the possibilities are enormous! But to achieve these goals, we need you!  Your technical, creative expertise or financial contribution would be a catalyst to support this project!   Please contact us at [mailto:&amp;amp;#x20;Info@robitquefirstquebec.org info@robitquefirstquebec.org].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Project Goals&#039;&#039;&#039; ==&lt;br /&gt;
The goal of the Capricorn project is to create a 3D immersive educational platform that educators can use to reach their students in new and exciting ways.  To provide an educational tool that can be accessed from anywhere that explains complex scientific topics through interactive lesson plans and gamification while promoting and garnering interest in science and technology.   Educators can utilize existing content such as the initial robot or  upload new content from a future existing library or content they create.   Students can follow along in class or explore the content on their own where ever they are.  They will be able to learn and deepen their understanding of electronics, mechanics, numerous STEM concepts as well as the rapid and efficient prototyping of a robot for the &#039;&#039;FIRST&#039;&#039; international robotics competition.&lt;br /&gt;
&lt;br /&gt;
We call upon inspiring people with endless creativity from all STEM fields and many others to help bring our vision to fruition.&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/robot-explorer-january-build Try Capricorn] and discover what it means to learn without limits!&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Timeline&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 17th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec and Route 66 Digital have developed a 3D interactive for the 2023 Robotics Festival.   Visit the &#039;&#039;FIRST&#039;&#039; Tech Challenge Provincial Championship at Grand Quay of Port Montréal on January 28th, 2023.   Be one of the first to experience the first of three interactives to be released this year.   Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 28th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Interactive on display at &#039;&#039;FIRST&#039;&#039; Tech Challenge Provincial Championship at Grand Quay of Port Montréal&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 29th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
&#039;&#039;&#039;Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The January build&#039;s primary function was to reduce the triangle count from over 30 million to under 3 million.  The initial thoughts were that the CAD models could be optimized or decimated to achieve a minimum target of 3 million with the phase 1 timing.  It was quickly realized that optimization took longer than remodeling from scratch and did not yield good results.   Remodeling allowed for complete control over good topology allowing us to use even fewer triangles than expected.  Due to the January delivery date requirement, model optimization stopped when we reached 1.9 million triangles 33% below our target.   Optimization of the models continues and we expect to be under 1,000,000 triangles by mid-summer 2023.  Although the build was designed as Verge3d app output to an Electron App the online version worked so well we thought we would release it too.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Links&#039;&#039;&#039; ==&lt;br /&gt;
Soft8Soft Youtube -https://youtu.be/-r5WjvL4lig&lt;br /&gt;
&lt;br /&gt;
Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&lt;br /&gt;
&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec:  https://robotiquefirstquebec.org/&lt;br /&gt;
&lt;br /&gt;
Route 66 Digital: https://www.r66d.com&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
====== Individuals (listed alphabetically) ======&lt;br /&gt;
&lt;br /&gt;
* Martine Campbell - administration&lt;br /&gt;
* Vincent Del Campo - Blender 3D model optimization&lt;br /&gt;
* Daniel Delisle - CAD model developer&lt;br /&gt;
* Lizzie Laubie - 3D modeling intern&lt;br /&gt;
* Sidney Lavoie - technical writer&lt;br /&gt;
* Ryma Merrouchi - technical writer&lt;br /&gt;
* Clément Perrotte - Blender 3D model optimization &lt;br /&gt;
* Jean Philippe Poirier - senior technical advisor, mechanical engineering and animation consultant&lt;br /&gt;
&lt;br /&gt;
====== Corporate (listed alphabetically) ======&lt;br /&gt;
&lt;br /&gt;
* Route 66 Digital - Blender 3D model optimization, interface design, project management, programming and consulting&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=815</id>
		<title>Route 66 Digital - Capricorn Project</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=815"/>
		<updated>2023-02-01T18:44:50Z</updated>

		<summary type="html">&lt;p&gt;Xeon: link edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Apps and Demos]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In 2022, Robotique &#039;&#039;FIRS&#039;&#039;T Québec (https://robotiquefirstquebec.org/) approached Route 66 Digital, LLC ( https://www.r66d.com/ ) to help in the development of a Verge3d application based on an existing CAD model of a competition robot.  &lt;br /&gt;
&lt;br /&gt;
This project involves many people from around the globe that have dedicated their time voluntarily to present an educational proof of concept that Régis Bekale of Robotique &#039;&#039;FIRST&#039;&#039; Québec has envisioned.        &lt;br /&gt;
[[File:RFQ Jan Build.jpg|thumb|TRY THE INTERACTIVE https://www.r66d.com/robot-explorer-january-build]]&lt;br /&gt;
This project is primarily funded through donations, partnerships, and modelers from around the globe.            &lt;br /&gt;
&lt;br /&gt;
Original Work by:  Régis Bekale   &lt;br /&gt;
&lt;br /&gt;
Developed by: Route 66 Digital, LLC      &lt;br /&gt;
&lt;br /&gt;
====== In Partnership with: ======&lt;br /&gt;
Azrieli Foundation   &lt;br /&gt;
&lt;br /&gt;
Robotique FIRST Québec   &lt;br /&gt;
&lt;br /&gt;
Fusion Jeunesse   &lt;br /&gt;
&lt;br /&gt;
Route 66 Digital   &lt;br /&gt;
&lt;br /&gt;
École Secondaire Saint-Laurent      &lt;br /&gt;
&lt;br /&gt;
== Partner With Us ==&lt;br /&gt;
We are harnessing the power of video game technology and leveraging students&#039; desire to explore and create in 3D environments to inform and educate in an entertaining and meaningful way.  We are pushing the boundaries of technology to bring interactive educational 3D content to every student on desktop and mobile devices where they can learn STEM concepts easily and quickly at home, work or play.  Our hopes and dreams are to enable each student the ability to have their own interactive technology platform in the palm of their hands eliminating financial and physical barriers that prohibit many from gaining valuable experience.  Software updates will expand content and functionality allowing the students to use the application as a long-term learning system.  &lt;br /&gt;
&lt;br /&gt;
We need your financial help to achieve our dreams and goals.  Your contributions today can go a long way to helping students Learn without Limits.&lt;br /&gt;
&lt;br /&gt;
Join our team of partners: Azrieli Foundation, Robotique &#039;&#039;FIRST&#039;&#039; Québec, Fusion Jeunesse, Route 66 Digital and École Secondaire Saint-Laurent, to help us develop the pedagogical tool named Capricorn. With your support, the possibilities are enormous! But to achieve these goals, we need you!  Your technical, creative expertise or financial contribution would be a catalyst to support this project!   Please contact us at [mailto:&amp;amp;#x20;Info@robitquefirstquebec.org info@robitquefirstquebec.org].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Project Goals&#039;&#039;&#039; ==&lt;br /&gt;
The goal of the Capricorn project is to create a 3D immersive educational platform that educators can use to reach their students in new and exciting ways.  To provide an educational tool that can be accessed from anywhere that explains complex scientific topics through interactive lesson plans and gamification while promoting and garnering interest in science and technology.   Educators can utilize existing content such as the initial robot or  upload new content from a future existing library or content they create.   Students can follow along in class or explore the content on their own where ever they are.  They will be able to learn and deepen their understanding of electronics, mechanics, numerous STEM concepts as well as the rapid and efficient prototyping of a robot for the FIRST international robotics competition.&lt;br /&gt;
&lt;br /&gt;
We call upon inspiring people with endless creativity from all STEM fields and many others to help bring our vision to fruition.&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/robot-explorer-january-build Try Capricorn] and discover what it means to learn without limits!&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Timeline&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 17th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec and Route 66 Digital have developed a 3D interactive for the 2023 Robotics Festival.   Visit the FIRST Tech Challenge Provincial Championship at Grand Quay of Port Montréal on January 28th, 2023.   Be one of the first to experience the first of three interactives to be released this year.   Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 28th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Interactive on display at FIRST Tech Challenge Provincial Championship at Grand Quay of Port Montréal&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 29th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
&#039;&#039;&#039;Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The January build&#039;s primary function was to reduce the triangle count from over 30 million to under 3 million.  The initial thoughts were that the CAD models could be optimized or decimated to achieve a minimum target of 3 million with the phase 1 timing.  It was quickly realized that optimization took longer than remodeling from scratch and did not yield good results.   Remodeling allowed for complete control over good topology allowing us to use even fewer triangles than expected.  Due to the January delivery date requirement, model optimization stopped when we reached 1.9 million triangles 33% below our target.   Optimization of the models continues and we expect to be under 1,000,000 triangles by mid-summer 2023.  Although the build was designed as Verge3d app output to an Electron App the online version worked so well we thought we would release it too.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Links&#039;&#039;&#039; ==&lt;br /&gt;
Soft8Soft Youtube -https://youtu.be/-r5WjvL4lig&lt;br /&gt;
&lt;br /&gt;
Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&lt;br /&gt;
&lt;br /&gt;
Robotique &#039;&#039;FIRST&#039;&#039; Québec:  https://robotiquefirstquebec.org/&lt;br /&gt;
&lt;br /&gt;
Route 66 Digital: https://www.r66d.com&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=814</id>
		<title>Route 66 Digital - Capricorn Project</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=814"/>
		<updated>2023-02-01T18:18:23Z</updated>

		<summary type="html">&lt;p&gt;Xeon: new sections, links and images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Apps and Demos]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In 2022, Robotique &#039;&#039;FIRS&#039;&#039;T Québec (https://robotiquefirstquebec.org/) approached Route 66 Digital, LLC ( https://www.r66d.com/ ) to help in the development of a Verge3d application based on an existing CAD Models of a competition robot.  &lt;br /&gt;
&lt;br /&gt;
This project involves many people from around the globe that have dedicated their time voluntarily to present an educational proof of concept that Régis Bekale of Robotique &#039;&#039;FIRST&#039;&#039; Québec has envisioned.        &lt;br /&gt;
[[File:RFQ Jan Build.jpg|thumb|TRY THE INTERACTIVE https://www.r66d.com/robot-explorer-january-build]]&lt;br /&gt;
This project is primarily funded through donations, partnerships and modelers from around the globe.            &lt;br /&gt;
&lt;br /&gt;
Original Work by:  Régis Bekale   &lt;br /&gt;
&lt;br /&gt;
Developed by: Route 66 Digital, LLC      &lt;br /&gt;
&lt;br /&gt;
====== In Partnership with: ======&lt;br /&gt;
Azrieli Foundation   &lt;br /&gt;
&lt;br /&gt;
Robotique FIRST Québec   &lt;br /&gt;
&lt;br /&gt;
Fusion Jeunesse   &lt;br /&gt;
&lt;br /&gt;
Route 66 Digital   &lt;br /&gt;
&lt;br /&gt;
École Secondaire Saint-Laurent      &lt;br /&gt;
&lt;br /&gt;
== Partner With Us ==&lt;br /&gt;
We are harnessing the power of video game technology and leveraging students&#039; desire to explore and create in 3D environments to inform and educate in an entertaining and meaningful way.  We are pushing the boundaries of technology to bring interactive educational 3D content to every student on desktop and mobile devices where they can learn STEM concepts easily and quickly at home, work or play.  Our hopes and dreams are to enable each student the ability to have their own interactive technology platform in the palm of their hands eliminating financial and physical barriers that prohibit many from gaining valuable experience.  Software updates will expand content and functionality allowing the students to use the application as a long-term learning system.  &lt;br /&gt;
&lt;br /&gt;
We need your financial help to achieve our dreams and goals.  Your contributions today can go a long way to helping students Learn without Limits.&lt;br /&gt;
&lt;br /&gt;
Join our team of partners: Azrieli Foundation, Robotique FIRST Québec, Fusion Jeunesse, Route 66 Digital and École Secondaire Saint-Laurent, to help us develop the pedagogical tool named Capricorn.&lt;br /&gt;
&lt;br /&gt;
With your support, the possibilities are enormous! But to achieve these goals, we need you!&lt;br /&gt;
&lt;br /&gt;
Your technical, creative expertise or financial contribution would be a catalyst to support this&lt;br /&gt;
&lt;br /&gt;
project!   Please contact us at [[Mailto:info@robotiquefirstquebec.org|info@robotiquefirstquebec.org]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Project Goals&#039;&#039;&#039; ==&lt;br /&gt;
The goal of the Capricorn project is to create a 3D immersive educational platform that educators can use to reach their students in new and exciting ways.  To provide an educational tool that can be accessed from anywhere that explains complex scientific topics through interactive lesson plans and gamification while promoting and garnering interest in science and technology.   Educators can utilize existing content such as the initial robot or  upload new content from a future existing library or content they create.   Students can follow along in class or explore the content on their own where ever they are.  They will be able to learn and deepen their understanding of electronics, mechanics, numerous STEM concepts as well as the rapid and efficient prototyping of a robot for the FIRST international robotics competition.&lt;br /&gt;
&lt;br /&gt;
We call upon inspiring people with endless creativity from all STEM fields and many others to help bring our vision to fruition.&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/robot-explorer-january-build Try Capricorn] and discover what it means to learn without limits!&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Timeline&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 17th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Robotique FIRST Québec and Route 66 Digital have developed a 3D interactive for the 2023 Robotics Festival.   Visit the FIRST Tech Challenge Provincial Championship at Grand Quay of Port Montréal on January 28th, 2023.   Be one of the first to experience the first of three interactives to be released this year.   Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 28th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Interactive on display at FIRST Tech Challenge Provincial Championship at Grand Quay of Port Montréal&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;JANUARY 29th, 2023&#039;&#039;&#039; =====&lt;br /&gt;
Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The January build&#039;s primary function was to reduce the triangle count from over 30 million to under 3 million.  The initial thoughts were that the CAD models could be optimized or decimated to achieve a minimum target of 3 million with the phase 1 timing.  It was quickly realized that optimization took longer than remodeling from scratch and did not yield good results.   Remodeling allowed for completely control over good topology allowing us to use even fewer triangles that expected.  Due to the January delivery date requirement, model optimization stopped when we reached 1.9 million triangles 33% below our target.   Optimization of the models continues and we expect to be under 1,000,000 triangles by mid summer 2023.  Although the build was designed as Verge3d app output to a Electron App the online version worked so well we thought we would release it too.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Links&#039;&#039;&#039; ==&lt;br /&gt;
Soft8Soft Youtube -https://youtu.be/-r5WjvL4lig&lt;br /&gt;
&lt;br /&gt;
Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&lt;br /&gt;
&lt;br /&gt;
Robotique FIRST Québec:  https://robotiquefirstquebec.org/&lt;br /&gt;
&lt;br /&gt;
Route 66 Digital: https://www.r66d.com&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=File:RFQ_Jan_Build.jpg&amp;diff=813</id>
		<title>File:RFQ Jan Build.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=File:RFQ_Jan_Build.jpg&amp;diff=813"/>
		<updated>2023-02-01T18:14:42Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Capricorn  / Robot Explorer - January Build&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=812</id>
		<title>Route 66 Digital - Capricorn Project</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=812"/>
		<updated>2023-02-01T17:19:17Z</updated>

		<summary type="html">&lt;p&gt;Xeon: link addition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Apps and Demos]]&lt;br /&gt;
In 2022, Robotique FIRST Québec (https://robotiquefirstquebec.org/) approached Route 66 Digital, LLC ( https://www.r66d.com/ ) to help in the development of a Verge3d application based on an existing CAD Models of a competition robot.  &lt;br /&gt;
&lt;br /&gt;
The model contained over 30,000,000 triangles and over 2,200 unique parts.  This page will be updated regularly with information regarding how the project was created and completed.      &lt;br /&gt;
&lt;br /&gt;
Original Work by:  Régis Bekale   &lt;br /&gt;
&lt;br /&gt;
Developed by: Route 66 Digital, LLC   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JANUARY 17th, 2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Robotique FIRST Québec and Route 66 Digital have developed a 3D interactive for the 2023 Robotics Festival.   Visit the FIRST Tech Challenge Provincial Championship at Grand Quay of Port Montréal on January 28th, 2023.   Be one of the first to experience the first of three interactives to be released this year.   Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JANUARY 28th, 2023&#039;&#039;&#039; - Interactive on display at FIRST Tech Challenge Provincial Championship at Grand Quay of Port Montréal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JANUARY 29th, 2023&#039;&#039;&#039; - Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The January build&#039;s primary function was to reduce the triangle count from over 30 million to under 3 million.  The initial thoughts were that the CAD models could be optimized or decimated to achieve a minimum target of 3 million with the phase 1 timing.  It was quickly realized that optimization took longer than remodeling from scratch and did not yield good results.   Remodeling allowed for completely control over good topology allowing us to use even fewer triangles that expected.  Due to the January delivery date requirement, model optimization stopped when we reached 1.9 million triangles 33% below our target.   Optimization of the models continues and we expect to be under 1,000,000 triangles by mid summer 2023.  Although the build was designed as Verge3d app output to a Electron App the online version worked so well we thought we would release it too.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video Links:  &lt;br /&gt;
&lt;br /&gt;
Soft8Soft Youtube -https://youtu.be/-r5WjvL4lig&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=810</id>
		<title>Route 66 Digital - Capricorn Project</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=810"/>
		<updated>2023-01-30T00:10:07Z</updated>

		<summary type="html">&lt;p&gt;Xeon: link to interactive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Apps and Demos]]&lt;br /&gt;
In 2022, Robotique FIRST Québec (https://robotiquefirstquebec.org/) approached Route 66 Digital, LLC ( https://www.r66d.com/ ) to help in the development of a Verge3d application based on an existing CAD Models of a competition robot.  &lt;br /&gt;
&lt;br /&gt;
The model contained over 30,000,000 triangles and over 2,200 unique parts.  This page will be updated regularly with information regarding how the project was created and completed.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JANUARY 17th, 2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Robotique FIRST Québec and Route 66 Digital have developed a 3D interactive for the 2023 Robotics Festival.   Visit the FIRST Tech Challenge Provincial Championship at Grand Quay of Port Montréal on January 28th, 2023.   Be one of the first to experience the first of three interactives to be released this year.   Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JANUARY 28th, 2023&#039;&#039;&#039; - Interactive on display at FIRST Tech Challenge Provincial Championship at Grand Quay of Port Montréal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JANUARY 29th, 2023&#039;&#039;&#039; - Interactive viewable online at:    https://webgl.r66dapps.com/robotique_first_quebec/&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The January build&#039;s primary function was to reduce the triangle count from over 30 million to under 3 million.  The initial thoughts were that the CAD models could be optimized or decimated to achieve a minimum target of 3 million with the phase 1 timing.  It was quickly realized that optimization took longer than remodeling from scratch and did not yield good results.   Remodeling allowed for completely control over good topology allowing us to use even fewer triangles that expected.  Due to the January delivery date requirement, model optimization stopped when we reached 1.9 million triangles 33% below our target.   Optimization of the models continues and we expect to be under 1,000,000 triangles by mid summer 2023.  Although the build was designed as Verge3d app output to a Electron App the online version worked so well we thought we would release it too.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=805</id>
		<title>Route 66 Digital - Capricorn Project</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Route_66_Digital_-_Capricorn_Project&amp;diff=805"/>
		<updated>2023-01-17T19:54:25Z</updated>

		<summary type="html">&lt;p&gt;Xeon: Created page with &amp;quot;In 2022, Robotique FIRST Québec (https://robotiquefirstquebec.org/) approached Route 66 Digital, LLC ( https://www.r66d.com/ ) to help in the development of a Verge3d applica...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In 2022, Robotique FIRST Québec (https://robotiquefirstquebec.org/) approached Route 66 Digital, LLC ( https://www.r66d.com/ ) to help in the development of a Verge3d application based on an existing CAD Models of a competition robot.  &lt;br /&gt;
&lt;br /&gt;
The model contained over 30,000,000 triangles and over 2,200 unique parts.  This page will be updated regularly with information regarding how the project was created and completed.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JANUARY 17th, 2023&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Robotique FIRST Québec and Route 66 Digital have developed a 3D interactive for the 2023 Robotics Festival.   Visit the FIRST Tech Challenge Provincial Championship at Grand Quay of Port Montréal on January 28th, 2023.   Be one of the first to experience the first of three interactives to be released this year.   Video Teaser:  https://youtu.be/4_CMLTjgpmo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JANUARY 28th, 2023&#039;&#039;&#039; - Interactive on display at IRST Tech Challenge Provincial Championship at Grand Quay of Port Montréal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JANUARY 29th, 2023&#039;&#039;&#039; - Interactive viewable online at:   TBD&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Featured_applications_made_with_Verge3D&amp;diff=638</id>
		<title>Featured applications made with Verge3D</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Featured_applications_made_with_Verge3D&amp;diff=638"/>
		<updated>2022-06-17T04:47:05Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Art and demos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Apps and Demos]]&lt;br /&gt;
This article contains a list of notable applications made with Verge3D. Please share only complete and published projects here.&lt;br /&gt;
&lt;br /&gt;
== E-Commerce / 3D configurators ==&lt;br /&gt;
&lt;br /&gt;
[https://cdn.soft8soft.com/demo/applications/scooter/index.html Scooter] – 3D product configurator featuring HDR rendering, realistic materials, a code-less approach for creating more than a million possible combinations. Made by Soft8Soft.&lt;br /&gt;
&lt;br /&gt;
[https://cdn.soft8soft.com/demo/applications/jewelry_configurator/index.html Jewelry Configurator] – interactive web-based jewelry customizer. Made by Soft8Soft.&lt;br /&gt;
&lt;br /&gt;
[https://www.configureone.com/rt3d-quadcopter-demo/ Passenger Drone Configurator] – concept visualization of configure, price, quote system developed by Configure One, Inc.&lt;br /&gt;
&lt;br /&gt;
== Product visualizations ==&lt;br /&gt;
&lt;br /&gt;
[https://basf-vcar.com/ Virtual Car OEM Explorer] — virtual car showcasing chemistry-driven solutions for future mobility. Made by BASF Automotive Solutions.&lt;br /&gt;
&lt;br /&gt;
[https://www.infineon.com/cms/media/PMM_3dmodels/3300w-dc-dc-converter/ Printed Circuit Board] – marketing tool by Infineon Technologies AG.&lt;br /&gt;
&lt;br /&gt;
[https://www.oppo.com/de/events/find-x2-pro-vodafone/ X2 Pro Smartphone] – immersive 3D visualization created for Oppo and Vodafone by dreidesign.&lt;br /&gt;
&lt;br /&gt;
== E-Learning ==&lt;br /&gt;
&lt;br /&gt;
[https://cdn.soft8soft.com/demo/applications/industrial_robot/index.html Industrial Robot] — AR/VR experience for engineering. A virtual robot capable of assembly, welding, drilling, and packaging. Made by Soft8Soft.&lt;br /&gt;
&lt;br /&gt;
== Architecture and construction ==&lt;br /&gt;
&lt;br /&gt;
[https://www.yak-construire.com/wp-content/themes/yak2018/modeles3d/anouka/index.html Anou’ka House] — interactive home planner by French developer ya&#039;K construire.com&lt;br /&gt;
&lt;br /&gt;
== Medical and scientific visualizations ==&lt;br /&gt;
&lt;br /&gt;
[https://eyes.nasa.gov/curiosity/ Mars Rover Online 3D Simulator] — award-winning experience by NASA&#039;s Jet Propulsion Laboratory.&lt;br /&gt;
&lt;br /&gt;
[https://www.suva.ch/de-ch/news/unfall/knieverletzungen-vorbeugen Medical 3D Illustration] — by Swiss National Accident Insurance Fund.&lt;br /&gt;
&lt;br /&gt;
== Business presentations ==&lt;br /&gt;
&lt;br /&gt;
[https://www.viewspread.com/h-col-105.html Wind Generator] — infographics by View Spread studio.&lt;br /&gt;
&lt;br /&gt;
== Geospatial visualizations ==&lt;br /&gt;
&lt;br /&gt;
[https://visitbunburygeographe.com.au/maptest/# The Bunbury Geographe] — tourist attractions map by Visit Bunbury.&lt;br /&gt;
&lt;br /&gt;
== Browser games ==&lt;br /&gt;
&lt;br /&gt;
[https://cdn.soft8soft.com/demo/applications/farmers_journey_max/index.html Farmer&#039;s Journey] — an engaging WebGL game based on the Verge3D engine. Made by Soft8Soft.&lt;br /&gt;
&lt;br /&gt;
[https://cyber-fox.net/projects/foxrunner/ Fox Runner] — browser game by CyberFox studio.&lt;br /&gt;
&lt;br /&gt;
== Art and demos ==&lt;br /&gt;
&lt;br /&gt;
[https://www.illussimo.com/webgl/myVehicle-fantasy/my_vehicle_fantasy.html Fantasy Vehicle] — audio-visual experience by Simone Lipschitz.&lt;br /&gt;
&lt;br /&gt;
== Route 66 Digital Demos==&lt;br /&gt;
[https://www.r66d.com/starpuzzle Star Puzzle Solution] - Interactive step-by-step instruction guide&lt;br /&gt;
&lt;br /&gt;
[https://www.r66d.com/escape Escape Room] - an interactive short game.&lt;br /&gt;
&lt;br /&gt;
[https://webgl.r66dapps.com/toothbrush/ Electric Toothbrush] - product demo / educational demo&lt;br /&gt;
&lt;br /&gt;
[https://webgl.r66dapps.com/p51/ P51 Beer] - explores post-processing effects &amp;amp; e-commerce integration &lt;br /&gt;
&lt;br /&gt;
see them all at [https://www.r66d.com Route 66 Digital] &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[https://www.soft8soft.com/gallery/ Gallery] — the app gallery on the Soft8Soft website.&lt;br /&gt;
*[[Web3D Examples by Philip Fong]]&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Useful_Links&amp;diff=351</id>
		<title>Useful Links</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Useful_Links&amp;diff=351"/>
		<updated>2021-10-18T20:01:36Z</updated>

		<summary type="html">&lt;p&gt;Xeon: /* Apps, Demos and Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a collection of Verge3D resources that you might find useful.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forums ==&lt;br /&gt;
&lt;br /&gt;
Use [https://www.soft8soft.com/forums/ Verge3D forums] for discussions, questions, feature requests, or jobs. This is also a good place to showcase your projects.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
For tutorial links, check out the following articles:&lt;br /&gt;
&lt;br /&gt;
[[Verge3D for Blender Tutorials]]&lt;br /&gt;
&lt;br /&gt;
[[Verge3D for 3ds Max Tutorials]]&lt;br /&gt;
&lt;br /&gt;
[[Verge3D for Maya Tutorials]]&lt;br /&gt;
&lt;br /&gt;
== Social Media ==&lt;br /&gt;
&lt;br /&gt;
Here is the list of Soft8Soft&#039;s official and third-party social media accounts. You might use them to get the latest Verge3D updates and communicate with your fellow vergers!&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/soft8soft/ Verge3D on Facebook] — our main channel for news and updates on Verge3D.&lt;br /&gt;
* [https://twitter.com/soft8soft/ Verge3D on Twitter] — follow us on Twitter to get the most essential information about Verge3D development.&lt;br /&gt;
* Official [https://www.youtube.com/c/soft8soft/ YouTube channel] — tutorials and screencasts of the best Verge3D applications.&lt;br /&gt;
* [https://www.linkedin.com/company/soft8soft/ Soft8Soft on LinkedIn] — the company profile page.&lt;br /&gt;
* [https://discord.gg/TaG7QY8 Verge3D on Discord] — community-driven discussion channel.&lt;br /&gt;
* [https://www.instagram.com/soft8soft/ Soft8Soft on Instagram] — fresh Verge3D and WebGL news, Sneak Peek shots, behind the scenes photos and videos.&lt;br /&gt;
* [https://www.reddit.com/r/RealVerge3D/ Verge3D on Reddit] — a subreddit maintained by Verge3D community.&lt;br /&gt;
&lt;br /&gt;
Also use &#039;&#039;&#039;#verge3d&#039;&#039;&#039; or &#039;&#039;&#039;#3dweb&#039;&#039;&#039; tags to find info about Verge3D framework as well as recent updates from the 3D web industry.&lt;br /&gt;
&lt;br /&gt;
== Verge3D Reviews ==&lt;br /&gt;
&lt;br /&gt;
Verge3D is presented on several review and product comparison websites. We would really like to know what you think and appreciate honest feedback from you!&lt;br /&gt;
&lt;br /&gt;
* [https://www.soft8soft.com/store/ Verge3D Store] — click on the product to see user reviews.&lt;br /&gt;
* [https://alternativeto.net/software/verge3d/ Verge3D on AlternativeTo].&lt;br /&gt;
* [https://www.g2.com/products/soft8soft-llc-verge3d/reviews Verge3D reviews on G2].&lt;br /&gt;
* [https://www.producthunt.com/posts/verge3d Product Hunt] page.&lt;br /&gt;
* [https://alternative.me/verge3d Alternative.me] — website similar to AlternativeTo.&lt;br /&gt;
&lt;br /&gt;
== Apps, Demos and Examples ==&lt;br /&gt;
&lt;br /&gt;
Check out to see what Verge3D is capable of:&lt;br /&gt;
&lt;br /&gt;
* [https://www.soft8soft.com/gallery/ Gallery] — the gallery of applications made with Verge3D. This is a good starting point to grasp Verge3D features and capabilities.&lt;br /&gt;
* [https://www.soft8soft.com/get-verge3d/ Verge3D distributions] come with sources of the demo applications from our Gallery.&lt;br /&gt;
* [https://cdn.soft8soft.com/demo/examples/index.html Verge3D code examples] — examples for JavaScript coders.&lt;br /&gt;
* [https://sandbox.soft8soft.com/ Verge3D for Wordpress sandbox] — use this website to try out Verge3D&#039;s publishing, remote storage and e-commerce features. Customer Apps, Demos and Examples:&lt;br /&gt;
**[https://webgl.r66dapps.com/escapev1/ Escape Room Game] - an interactive short made with Blender and Verge3d by Route 66 Digital&lt;br /&gt;
&lt;br /&gt;
== Third-party Verge3D Plugins ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:Plugins|Plugins]] extend the core functionality of Verge3D in a clean and easy-to-use fashion. Here is the list of plugins developed by third-party Verge3D professionals and companies:&lt;br /&gt;
&lt;br /&gt;
* [[CSS3D_plugin|CSS3D]] — plugin for embedding websites, videos, or maps on surfaces of 3D objects.&lt;br /&gt;
* [https://gumroad.com/l/HxqzA Teleport] — adds clickable navigation points to the 3D scene for moving the first-person camera.&lt;br /&gt;
* [[CyberFox_2D_Canvas_Editor_plugin|2D Canvas Editor]] by CyberFox — powerful tool to draw, write and imprint directly on 3D models.&lt;br /&gt;
* [https://gumroad.com/l/avhgA Ruler] — plugin implementing interactive ruler for measuring 3D object dimensions.&lt;br /&gt;
* [[CyberFox_Screen_Recorder_plugin|Screen Recorder]] — real-time screencasting plugin.&lt;br /&gt;
* [https://gumroad.com/l/RilJu Draggable Texture] — translate, rotate, and scale textures right on your models in real-time.&lt;br /&gt;
* [https://gumroad.com/l/KUEQK Color Plugin] — easy-to-use color picker for your Verge3D-based apps.&lt;br /&gt;
* [https://gumroad.com/l/UASkR Canvas] — drawing vector-based textures in realtime using Puzzles.&lt;br /&gt;
* [https://gumroad.com/l/hKJha Virtual Joystick] — virtual joystick controller for mobile devices.&lt;br /&gt;
* [https://gumroad.com/l/LMWqF GUI] — plugin for adding simple controls to tweak the graphics of your scenes in real time.&lt;br /&gt;
* [[CyberFox_Save/Load_URL_plugin|Save/Load URL]] — plugin for saving and loading configurations with page URLs.&lt;br /&gt;
* [[CyberFox_PDF_Generator_plugin|PDF Generator]] — plugin for generating custom PDF documents.&lt;br /&gt;
* [https://zjbcool.gumroad.com/l/xIVEA Pathfinding Plugin] — plugin for calculating the shortest route between two points in a 3D scene.&lt;br /&gt;
&lt;br /&gt;
Find more and discuss plugin development on the [https://www.soft8soft.com/forum/plugins/ Forums].&lt;br /&gt;
&lt;br /&gt;
== Third-party Asset Packs and Themes ==&lt;br /&gt;
&lt;br /&gt;
Here is the list of asset packs and themes developed by Verge3D community:&lt;br /&gt;
&lt;br /&gt;
* [[Preloaders_Pack|Verge3D Preloaders Pack]] — awesome collection of ready-to-use preloaders for your Verge3D-based apps.&lt;br /&gt;
* [https://youtu.be/bihTKmCOLlo Simple Flat Theme] — flat theme for the Puzzles editor.&lt;br /&gt;
&lt;br /&gt;
== Blender, 3ds Max, Maya ==&lt;br /&gt;
&lt;br /&gt;
In the case you need help with 3D packages which Verge3D is compatible with, we brought you this list:&lt;br /&gt;
&lt;br /&gt;
* [https://docs.blender.org/manual/en/latest/ Blender Reference Manual] — official Blender manual.&lt;br /&gt;
* [https://help.autodesk.com/view/3DSMAX/2022/ENU/ 3ds Max Learning Center] — comprehensive 3ds Max guide from Autodesk.&lt;br /&gt;
* [https://help.autodesk.com/view/MAYAUL/2022/ENU/ Maya Help] — Autodesk Maya official docs.&lt;br /&gt;
&lt;br /&gt;
== Get Help with App Coding ==&lt;br /&gt;
&lt;br /&gt;
Just Google &amp;amp;quot;How to do ... in three.js&amp;amp;quot; and with 99% probability you will be able do the same with Verge3D since we&#039;re trying to maintain API compatibility between the two frameworks.&lt;br /&gt;
&lt;br /&gt;
== Browser Development Progress and Bug Trackers ==&lt;br /&gt;
&lt;br /&gt;
Important resources to follow the browser development progress and roadmaps:&lt;br /&gt;
&lt;br /&gt;
* [https://chromestatus.com/features Chrome Platform Status] — Google Chrome development status.&lt;br /&gt;
* [https://bugs.chromium.org/p/chromium/issues/list Chromium Issues] — official Chrome/Chromium bug tracker.&lt;br /&gt;
* [https://platform-status.mozilla.org/ Firefox Platform Status] — Mozilla Firefox development status and roadmap.&lt;br /&gt;
* [https://webkit.org/status/ WebKit Feature Status] — Safari/WebKit development status.&lt;br /&gt;
* [https://developer.microsoft.com/en-us/microsoft-edge/status/ Microsoft Edge Platform Status].&lt;br /&gt;
&lt;br /&gt;
== Browser Technologies — WebGL, WebXR etc ==&lt;br /&gt;
&lt;br /&gt;
Info for web developers, such as specifications, examples, and debugging tools:&lt;br /&gt;
&lt;br /&gt;
* [https://www.soft8soft.com/webgl-supported-browsers-and-troubleshooting/ WebGL supported browsers and troubleshooting] — this is your first aid kit in case of any issues with WebGL support.&lt;br /&gt;
* [https://www.soft8soft.com/webglreport/ WebGL System Report] — check what your system is capable of.&lt;br /&gt;
* [https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices WebGL Best Practices] — recommended ways to use WebGL.&lt;br /&gt;
* [https://www.soft8soft.com/gamepad_diagnostics/gamepad_diagnostics.html Gamepad Diagnostics Tool] — Interactive Gamepad API diagnostics tool. Check if your device is compatible and retrieve the model, axes, buttons and other information for use with Verge3D.&lt;br /&gt;
* [https://immersive-web.github.io/webxr/ WebXR Device API] — official WebXR specification.&lt;br /&gt;
* [https://immersive-web.github.io/webxr-samples/ WebXR Samples] — official WebXR examples, include both AR and VR demos.&lt;br /&gt;
* [http://keycode.info/ JavaScript Event KeyCodes] — keyboard events viewer.&lt;br /&gt;
&lt;br /&gt;
== Graphics Processing Units (GPUs) ==&lt;br /&gt;
&lt;br /&gt;
Wikipedia contains very useful articles with GPU specs:&lt;br /&gt;
&lt;br /&gt;
* [https://en.wikipedia.org/wiki/List_of_Nvidia_graphics_processing_units List of Nvidia graphics processing units].&lt;br /&gt;
* [https://en.wikipedia.org/wiki/List_of_AMD_graphics_processing_units List of AMD graphics processing units].&lt;br /&gt;
* [https://en.wikipedia.org/wiki/List_of_Intel_graphics_processing_units List of Intel graphics processing units].&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Mali_(GPU) List of Mali GPUs].&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Adreno List of Qualcomm Adreno GPUs].&lt;br /&gt;
&lt;br /&gt;
== International Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Russian ===&lt;br /&gt;
&lt;br /&gt;
Смотрите [[список ресурсов по Verge3D на русском языке]].&lt;br /&gt;
&lt;br /&gt;
=== Chinese ===&lt;br /&gt;
&lt;br /&gt;
* [https://verge3d.funjoy.tech/ Verge3D中国] — 是由Soft8Soft与FunJoy.Tech共同打造的中文门户.&lt;br /&gt;
* [https://www.soft8soft.com/docs/manual/zh/ Verge3D用户手册].&lt;br /&gt;
* [https://www.soft8soft.com/cn/%E8%AE%BA%E5%9D%9B/ Verge3D论坛].&lt;br /&gt;
* [https://zh.wikipedia.org/wiki/Verge3D 维基百科上的Verge3D文章].&lt;br /&gt;
&lt;br /&gt;
=== Spanish ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=DCeVg89Y0Yg&amp;amp;list=PLqWsGU6JgjsXdgIHOFhFdvzYgiID0-8Bu Presentación videotutoriales verge3d y blender. Creación de videojuegos para la web].&lt;br /&gt;
* [https://es.wikipedia.org/wiki/Verge3D Artículo de Verge3D en Wikipedia].&lt;br /&gt;
&lt;br /&gt;
=== Portuguese ===&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/hPmEiQO56aI Verge 3D – Além do Web3D].&lt;br /&gt;
* [https://pt.wikipedia.org/wiki/Verge3D Artigo Verge3D na Wikipedia].&lt;br /&gt;
&lt;br /&gt;
=== Indonesian ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=gieU_M86XpU&amp;amp;list=PLJOV31ypdUBjYLS7mzHjCxn_AI5pdryRF Tutorial Verge3D for Blender – Membuat simulasi media pembelajaran vr 3D interaktif]&lt;br /&gt;
&lt;br /&gt;
== Got Anything to Share? ==&lt;br /&gt;
&lt;br /&gt;
Feel free to edit this article!&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=328</id>
		<title>Behind the Scenes - Escape Room</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=328"/>
		<updated>2021-10-15T16:25:20Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Overviews]]{{#seo:&lt;br /&gt;
|description=The creators of the Escape Room game share their experience and insights on using Verge3D for producing interactive arts.&lt;br /&gt;
|keywords=Verge3D, WebGL, Blender, Game, GameDev, Development, Browser&lt;br /&gt;
|image=behind_the_scenes.jpeg&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;youtube&amp;gt;EjB3nnkUSgw&amp;lt;/youtube&amp;gt;            &lt;br /&gt;
[[File:Blender - Wireframe view.jpg|alt=Blender wireframe|thumb|766x766px|Blender - wireframe]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Escape Room is an interactive short&#039;&#039;&#039; created using Blender 2.93 and Verge3D 3.8.   The following is a Behind the Scenes look at the making of the Escape Room.      &lt;br /&gt;
&lt;br /&gt;
The Escape Room was developed by Route 66 Digital as an internal R&amp;amp;D project and was released to the public so they could join in the fun.   When we stared this project we had a few specific items we were trying to learn more about: memory management, redraws, lighting, and light probes.&lt;br /&gt;
&lt;br /&gt;
For us, memory management is always one of the biggest concerns.  It affects which devices can run the application, the frames per second (FPS) and the load times.   Up to this project, most of the memory consumption was based on how we made and textured models. My background in video animation made for some very large models and textures, not suited for online use.   I was making detailed models with hundreds of parts per model with an equally large number of independent textures or buying models online and using those without optimization.  For this and all future projects, I knew I needed a new process.   For the room, I ditched the idea of modeling in NURBS and used the native polygon modeling in Blender.  I spent time trying to create high-resolution models with my usual detail and had planned to bake those textures and normals down to a lower poly. But the room is mostly comprised of simple cubes so I skipped this step and created only low poly models adding in beveling and subdivisions surfaces where I needed to get the details for the maps.  The other reason I skipped this process was the normal maps.   Given the quantity I needed and their large in size,  I opted to not use normal maps for this project.  &lt;br /&gt;
[[File:Deleting Unnecessary Details.jpg|alt=Deleting Objects|thumb|763x763px|Deleting Objects]]&lt;br /&gt;
I also spent some time just deleting objects that had high polygon counts that did not contribute to the game experience.   The phone is a prefect example.   In my original build I had a phone chord.  The chord itself consisted of over 100,000 triangles.  Since it was not a key element, I deleted it and changed the phone to cordless.  I did the same for the mouse and the monitor, just deleting cables to reduce the triangle count.  &lt;br /&gt;
[[File:Atlasmaps.jpg|alt=Atlas Maps|thumb|763x763px|Atlas Maps]]After completing the initial build, I had roughly 1.4 million triangles and approximately 1200 unique objects, 86 lights, and roughly 700Mb in textures.   Next came the process of baking the atlas maps.    This process took the longest.   Initial testing and noise levels in the maps required that I bake the textures at 8K at 10,000 samples using Cycles.  Over the next three months I tested many different baking plugins and found that at least for me, the best results were just setting them up by hand.   There are several youtube videos about how to bake multiple textures to a map.   What they never seem to tell you is the very important secret - Noise.  More importantly, they don&#039;t mention how to overcome it.  I thought Blender would have just done it during the rendering of the bake but it does not.   The good news and the secret to removing the noise are built-in Blender.   Blender&#039;s compositor has a denoiser that works quite well as long as the textures being denoised have their smallest detail 10x larger than the noise, otherwise the denoiser will effectively erase the small details. This was especially apparent with text. To avoid losing the text, I ended texturing those items independently with their own individual maps and saved as PNGs. JPGs can be used but when you need detail and color accuracy the PNGs are preferred and for items that are less important, I used JPEGs to save on overhead.&lt;br /&gt;
&lt;br /&gt;
So after three months the maps were completed. I spent another week reducing and optimizing the scene geometry and applied the baked maps.   I had captured all the lighting and shadows in the baked textures so I was able to delete all the lights.    The final scene has 72,331 vertices and 134,253 triangles, 134 objects, and 0 lights.   Zero lights were key to lowering redraws which in turn affects the performance of the application.     As an added bonus the quality of rendered scene looked more in line with a video than had we used physical lighting.  So that&#039;s a win-win.&lt;br /&gt;
&lt;br /&gt;
With three of the four goals completed, it was time to move on to light probes.  The glass walls in the middle of the room reflected the HDR background and we needed it to reflect the room.   There were other objects in the room that needed reflection attention as well.   I started by placing small reflection cubes throughout the scene but quickly realized the performance price.  The redraw count went through the roof and playback suffered.  Although not perfect, I settled for one large reflection cube. In the next release I will probably add one for the floor.&lt;br /&gt;
&lt;br /&gt;
At this point the research was complete and the project was ready to be backed up and stored for reference but I had another idea, the Escape Room.    Once the project was exported to a GLTF the focus became all about puzzles and javascript.&lt;br /&gt;
&lt;br /&gt;
The game interaction uses standard Verge3D puzzles, on drag, on rotate, on click, etc.  We did notice that for drag events... it&#039;s better to have the camera off-angle than straight on, otherwise the rotation of the combination lock would rotate in unpredictable directions making it impossible to enter the combination. I utilized raycasting to navigate, along with a constraint material to keep the camera in the bounds of the room.  Since this was going to be available on mobile phones, I set up different tween targets for mobile and desktop.  After a few days the puzzles were complete or so I thought. &lt;br /&gt;
&lt;br /&gt;
First round QA and internal testing sent this project back to the beginning a few times re-baking a few textures to optimize color compression and to fix modeling errors that were showing up as rendering oddities.  During this time my prototype menu system was being remade by our programming team.  They created some great JavaScript that allowed me to implement a preloader with video and a menu system.   Game inventory items, hints, camera rotation controls, and sound control were added.   After about a month of testing and refining we then moved to the preloader. &lt;br /&gt;
&lt;br /&gt;
With the release of iOS 15 and an update to Safari methods we had previously used to play video prior to entering into an experience needed an update.   It was decided to encapsulate the intro video into the preloader and use HiDPI buttons to allow the user to start the experience or skip the intro and jump right to the game.    &lt;br /&gt;
&lt;br /&gt;
We had a lot of fun figuring out the game.  I want to thank everyone at Route 66 Digital for letting me get this created but also to Soft8Soft and their great support.  A special thank you to all the users on the forums that had great insights to get me past a few hurdles.   &lt;br /&gt;
&lt;br /&gt;
We hope you enjoy the game.&lt;br /&gt;
&lt;br /&gt;
* Play it here: https://webgl.r66dapps.com/escapev1/   &lt;br /&gt;
* Trailer: https://youtu.be/EjB3nnkUSgw   &lt;br /&gt;
* Other project examples using Verge3D:  https://www.r66d.com/web-gl&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=320</id>
		<title>Behind the Scenes - Escape Room</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=320"/>
		<updated>2021-10-14T17:16:08Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blender - Wireframe view.jpg|alt=Blender wireframe|thumb|766x766px|Blender - wireframe]]&lt;br /&gt;
&amp;lt;youtube&amp;gt;EjB3nnkUSgw&amp;lt;/youtube&amp;gt;            &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Escape Room is an interactive short&#039;&#039;&#039; created using Blender 2.93 and Verge3D 3.8.   The following is a Behind the Scenes look at the making of the Escape Room.      &lt;br /&gt;
&lt;br /&gt;
The Escape Room was developed by Route 66 Digital as an internal R&amp;amp;D project and was released to the public so they could join in the fun.   When we start this project we had a few specific items we were trying to learn more about: memory management, redraws, lighting, and light probes.&lt;br /&gt;
&lt;br /&gt;
For us, memory management is always one of the biggest concerns.  It affects which devices can run the application, the frames per second (FPS) and the load times.   Up to this project, most of the memory consumption was based on how we made and textured models. My background in video animation made for some very large models and textures, not suited for online use.   I was making detailed models with hundreds of parts per model with an equally large number of independent textures or buying models online and using those without optimization.  For this and all future projects, I knew I needed a new process.   For the room, I ditched the idea of modeling in NURBS and used the native polygon modeling in Blender.  I spent time trying to create high-resolution models with my usual detail and had planned to bake those textures and normals down to a lower poly. But the room is mostly comprised of simple cubes so I skipped this step and created only low poly models adding in beveling and subdivisions surfaces where I needed to get the details for the maps.  The other reason I skipped this process was the normal maps.   Given the quantity I needed and their large in size,  I opted to not use normal maps for this project.  &lt;br /&gt;
[[File:Deleting Unnecessary Details.jpg|alt=Deleting Objects|thumb|763x763px|Deleting Objects]]&lt;br /&gt;
I also spent some time just deleting objects that had high polygon counts that did not contribute to the game experience.   The phone is a prefect example.   In my original build I had a phone chord.  The chord itself consisted of over 100,000 triangles.  Since it was not a key element, I deleted it and changed the phone to cordless.  I did the same for the mouse and the monitor, just deleting cables to reduce the triangle count.  &lt;br /&gt;
[[File:Atlasmaps.jpg|alt=Atlas Maps|thumb|763x763px|Atlas Maps]]After completing the initial build, I had roughly 1.4 million triangles and approximately 1200 unique objects, 86 lights, and roughly 700Mb in textures.   Next came the process of baking the atlas maps.    This process took the longest.   Initial testing and noise levels in the maps required that I bake the textures at 8K at 10,000 samples using Cycles.  Over the next three months I tested many different baking plugins and found that at least for me, the best results were just setting them up by hand.   There are several youtube videos about how to bake multiple textures to a map.   What they never seem to tell you is the very important secret - Noise.  More importantly, they don&#039;t mention how to overcome it.  I thought Blender would have just done it during the rendering of the bake but it does not.   The good news and the secret to removing the noise are built-in Blender.   Blender&#039;s compositor has a denoiser that works quite well as long as the textures being denoised have their smallest detail 10x larger than the noise, otherwise the denoiser will effectively erase the small details. This was especially apparent with text. To avoid losing the text, I ended texturing those items independently with their own individual maps and saved as PNGs. JPGs can be used but when you need detail and color accuracy the PNGS are preferred and for items that are less important, I used JPGS to save on overhead.&lt;br /&gt;
&lt;br /&gt;
So after three months the maps were completed. I spent another week reducing and optimizing the scene geometry and applied the baked maps.   I had captured all the lighting and shadows in the baked textures so I was able to delete all the lights.    The final scene has 72,331 vertices and 134,253 triangles, 134 objects, and 0 lights.   Zero lights were key to lowering redraws which in turn affects the performance of the application.     As an added bonus the quality of rendered scene looked more in line with a video than had we used physical lighting.  So that&#039;s a win-win.&lt;br /&gt;
&lt;br /&gt;
With three of the four goals completed, it was time to move on to light probes.  The glass walls in the middle of the room reflected the HDR background and we needed it to reflect the room.   There were other objects in the room that needed reflection attention as well.   I started by placing small reflection cubes throughout the scene but quickly realized the performance price.  The redraw count went through the roof and playback suffered.  Although not perfect, I settled for one large reflection cube. In the next release I will probably add one for the floor.&lt;br /&gt;
&lt;br /&gt;
At this point the research was complete and the project was ready to be backed up and stored for reference but I had another idea, the Escape Room.    Once the project was exported to a GLTF the focus became all about puzzles and javascript.&lt;br /&gt;
&lt;br /&gt;
The game interaction is very standard Verge3d things, on drag, on rotate, on click, etc.  We did notice that for drag events... it&#039;s better to have the camera off-angle than straight on, otherwise the rotation of the combination lock would rotate in unpredictable directions making it impossible to enter the combination.    I utilized raycasting to navigate, along with a constraint material to keep the camera in the bounds of the room.  Since this was going to be available on mobile phones, I set up different tween targets for mobile and desktop.  After a few days the puzzles were complete or so I thought. &lt;br /&gt;
&lt;br /&gt;
First round QA and internal testing sent this project back to the beginning a few times re-baking a few textures to optimize color compression and to fix modeling errors that were showing up as rendering oddities.  During this time my prototype menu system was being remade by our programming team.  They created some great javascript that allowed me to implement a preloader with video and a menu system.   Game inventory items, hints, camera rotation controls, and sound control were added.   After about a month of testing and refining we then moved to the preloader. &lt;br /&gt;
&lt;br /&gt;
With the release of iOS 15 and an update to Safari methods we had previously used to play video prior to entering into an experience needed an update.   It was decided to encapsulate the intro video into the preloader and use HiDPI buttons to allow the user to start the experience or skip the intro and jump right to the game.    &lt;br /&gt;
&lt;br /&gt;
We had a lot of fun figuring out the game.  I want to thank everyone at Route 66 Digital for letting me get this created but also to Soft8Soft and their great support.  A special thank you to all the users on the forums that had great insights to get me past a few hurdles.   &lt;br /&gt;
&lt;br /&gt;
We hope you enjoy the game.&lt;br /&gt;
&lt;br /&gt;
* Play it here: https://webgl.r66dapps.com/escapev1/   &lt;br /&gt;
* Trailer: https://youtu.be/EjB3nnkUSgw   &lt;br /&gt;
* Other project examples using Verge3d:  https://www.r66d.com/web-gl&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=File:Deleting_Unnecessary_Details.jpg&amp;diff=319</id>
		<title>File:Deleting Unnecessary Details.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=File:Deleting_Unnecessary_Details.jpg&amp;diff=319"/>
		<updated>2021-10-14T16:40:45Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The phone cord was deleted to save triangle count and improve efficiency since it was not a contributor to the interactive experience.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=318</id>
		<title>Behind the Scenes - Escape Room</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=318"/>
		<updated>2021-10-14T16:29:12Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thumbnail.jpg|alt=Escape Room by Route 66 Digital|thumb|767x767px|Escape Room by Route 66 Digital]]&lt;br /&gt;
&amp;lt;youtube&amp;gt;EjB3nnkUSgw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Escape Room is an interactive short&#039;&#039;&#039; created using Blender 2.93 and Verge3D 3.8.   The following is a Behind the Scenes look at the making of the Escape Room.      &lt;br /&gt;
&lt;br /&gt;
The Escape Room was developed by Route 66 Digital as an internal R&amp;amp;D project and was released to the public so they could join in the fun.   When we start this project we had a few specific items we were trying to learn more about: memory management, redraws, lighting, and light probes.&lt;br /&gt;
&lt;br /&gt;
For us, memory management is always one of the biggest concerns.  It affects which devices can run the application, the frames per second (FPS) and the load times.   Up to this project, most of the memory consumption was based on how we made and textured models. My background in video animation made for some very large models and textures, not suited for online use.   I was making detailed models with hundreds of parts per model with an equally large number of independent textures or buying models online and using those without optimization.  For this and all future projects, I knew I needed a new process.   For the room, I ditched the idea of modeling in NURBS and used the native polygon modeling in Blender.  I spent time trying to create high-resolution models with my usual detail and had planned to bake those textures and normals down to a lower poly. But the room is mostly comprised of simple cubes so I skipped this step and created only low poly models adding in beveling and subdivisions surfaces where I needed to get the details for the maps.  The other reason I skipped this process was the normal maps.   They were going to very large in size, and I would have needed several.  So I opted to not use normal maps for this project.  &lt;br /&gt;
[[File:Blender - Wireframe view.jpg|alt=Blender wireframe|thumb|766x766px|Blender - wireframe]]&lt;br /&gt;
After completing the initial build, I had roughly 1.4 million triangles and approximately 1200 unique objects, 86 lights, and roughly 700Mb in textures.   Next came the process of baking the atlas maps.    This process took the longest.   Initial testing and noise levels in the maps required that I bake the textures at 8K at 10,000 samples using Cycles.  Over the next three months I tested many different baking plugins and found that at least for me, the best results were just setting them up by hand.   There are several youtube videos about how to bake multiple textures to a map.   What they never seem to tell you is the very important secret - Noise.  More importantly, they don&#039;t mention how to overcome it.  I thought Blender would have just done it during the rendering of the bake but it does not.   The good news and the secret to removing the noise are built-in Blender.   Blenders compositor has a denoiser that works quite well as long as the textures being denoised have their smallest detail 10x larger than the noise, otherwise the denoiser will effectively erase the small details. This was especially apparent with text. To avoid losing the text during a denoise filter, I ended up removing all the items that had text and kept those as independent maps using PNGs vs JPG to keep the quality up.   Another big-time saver was UV Packmaster.  It allowed the optimization of the UVs and packed them in tighter and faster than if I had manually positioned them.  It also provided a method to set the size of the islands, giving more space to map areas with small details or text.   I only wish I had learned that before I had spent days rendering out the first few maps.&lt;br /&gt;
[[File:Atlasmaps.jpg|alt=Atlas Maps|thumb|763x763px|Atlas Maps]]&lt;br /&gt;
&lt;br /&gt;
Once the maps were completed, I reduced and optimize the scene geometry and applied the baked maps.   I had captured all the lighting and shadows in the baked textures so I was able to delete all the lights.    The final scene has 72,331 vertices and 134,253 triangles, 134 objects, and 0 lights.   Zero lights were key to lowering redraws which in turn affects the performance of the application.     As an added bonus the quality of rendered scene looked more in line with a video than had we used physical lighting.  So that&#039;s a win-win.&lt;br /&gt;
&lt;br /&gt;
With three of the four goals completed, it was time to move on to light probes.  The glass walls in the middle of the room reflected the HDR background and we needed it to reflect the room.   There were other objects in the room that needed reflection attention as well.   I started by placing small reflection cubes throughout the scene but quickly realized the performance price.   Although not perfect, I settled for one large reflection cube.&lt;br /&gt;
&lt;br /&gt;
At this point the research was complete and the projects are usually backed up and stored for reference but I had another idea, the Escape Room.    Once the project was exported to a GLTF the focus became all about puzzles and javascript.&lt;br /&gt;
&lt;br /&gt;
The game interaction is very standard Verge3d things, on drag, on rotate, on click, etc.  We did notice that for drag events... it&#039;s better to have the camera off-angle than straight on otherwise the rotation of the combination lock would rotate in unpredictable directions making it impossible to enter the combination.    I utilized raycasting to navigate, along with a constraint material to keep the camera in the bounds of the room.  Since this was going to be available on mobile phones, I set up different tween targets for mobile and desktop. &lt;br /&gt;
&lt;br /&gt;
Luckily for me, I was able to hand off the design of the menu system to our programming team and they spit out some great javascript that allowed me to implement a preloader with video and a menu system.   Game inventory items, hints, camera rotation controls, and sound control were added.   We kept the instructions to a minimum.   The video was created using Apple Motion using actual screenshots of the game. &lt;br /&gt;
&lt;br /&gt;
We hope you enjoy the game.&lt;br /&gt;
&lt;br /&gt;
* Play it here: https://webgl.r66dapps.com/escapev1/   &lt;br /&gt;
* Trailer: https://youtu.be/EjB3nnkUSgw   &lt;br /&gt;
* Other project examples using Verge3d:  https://www.r66d.com/web-gl&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=317</id>
		<title>Behind the Scenes - Escape Room</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=317"/>
		<updated>2021-10-14T16:22:17Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thumbnail.jpg|alt=Escape Room by Route 66 Digital|thumb|767x767px|Escape Room by Route 66 Digital]]&lt;br /&gt;
&#039;&#039;&#039;The Escape Room is an interactive short&#039;&#039;&#039; created using Blender 2.93 and Verge3D 3.8.   The following is a Behind the Scenes look at the making of the Escape Room.      &lt;br /&gt;
&lt;br /&gt;
The Escape Room was developed by Route 66 Digital as an internal R&amp;amp;D project and was released to the public so they could join in the fun.   When we start this project we had a few specific items we were trying to learn more about: memory management, redraws, lighting, and light probes.&lt;br /&gt;
&lt;br /&gt;
For us, memory management is always one of the biggest concerns.  It affects which devices can run the application, the frames per second (FPS) and the load times.   Up to this project, most of the memory consumption was based on how we made and textured models. My background in video animation made for some very large models and textures, not suited for online use.   I was making detailed models with hundreds of parts per model with an equally large number of independent textures or buying models online and using those without optimization.  For this and all future projects, I knew I needed a new process.   For the room, I ditched the idea of modeling in NURBS and used the native polygon modeling in Blender.  I spent time trying to create high-resolution models with my usual detail and had planned to bake those textures and normals down to a lower poly. But the room is mostly comprised of simple cubes so I skipped this step and created only low poly models adding in beveling and subdivisions surfaces where I needed to get the details for the maps.  The other reason I skipped this process was the normal maps.   They were going to very large in size, and I would have needed several.  So I opted to not use normal maps for this project.  &lt;br /&gt;
[[File:Blender - Wireframe view.jpg|alt=Blender wireframe|thumb|766x766px|Blender - wireframe]]&lt;br /&gt;
After completing the initial build, I had roughly 1.4 million triangles and approximately 1200 unique objects, 86 lights, and roughly 700Mb in textures.   Next came the process of baking the atlas maps.    This process took the longest.   Initial testing and noise levels in the maps required that I bake the textures at 8K at 10,000 samples using Cycles.  Over the next three months I tested many different baking plugins and found that at least for me, the best results were just setting them up by hand.   There are several youtube videos about how to bake multiple textures to a map.   What they never seem to tell you is the very important secret - Noise.  More importantly, they don&#039;t mention how to overcome it.  I thought Blender would have just done it during the rendering of the bake but it does not.   The good news and the secret to removing the noise are built-in Blender.   Blenders compositor has a denoiser that works quite well as long as the textures being denoised have their smallest detail 10x larger than the noise, otherwise the denoiser will effectively erase the small details. This was especially apparent with text. To avoid losing the text during a denoise filter, I ended up removing all the items that had text and kept those as independent maps using PNGs vs JPG to keep the quality up.   Another big-time saver was UV Packmaster.  It allowed the optimization of the UVs and packed them in tighter and faster than if I had manually positioned them.  It also provided a method to set the size of the islands, giving more space to map areas with small details or text.   I only wish I had learned that before I had spent days rendering out the first few maps.&lt;br /&gt;
[[File:Atlasmaps.jpg|alt=Atlas Maps|thumb|763x763px|Atlas Maps]]&lt;br /&gt;
&lt;br /&gt;
Once the maps were completed, I reduced and optimize the scene geometry and applied the baked maps.   I had captured all the lighting and shadows in the baked textures so I was able to delete all the lights.    The final scene has 72,331 vertices and 134,253 triangles, 134 objects, and 0 lights.   Zero lights were key to lowering redraws which in turn affects the performance of the application.     As an added bonus the quality of rendered scene looked more in line with a video than had we used physical lighting.  So that&#039;s a win-win.&lt;br /&gt;
&lt;br /&gt;
With three of the four goals completed, it was time to move on to light probes.  The glass walls in the middle of the room reflected the HDR background and we needed it to reflect the room.   There were other objects in the room that needed reflection attention as well.   I started by placing small reflection cubes throughout the scene but quickly realized the performance price.   Although not perfect, I settled for one large reflection cube.&lt;br /&gt;
&lt;br /&gt;
At this point the research was complete and the projects are usually backed up and stored for reference but I had another idea, the Escape Room.    Once the project was exported to a GLTF the focus became all about puzzles and javascript.&lt;br /&gt;
&lt;br /&gt;
The game interaction is very standard Verge3d things, on drag, on rotate, on click, etc.  We did notice that for drag events... it&#039;s better to have the camera off-angle than straight on otherwise the rotation of the combination lock would rotate in unpredictable directions making it impossible to enter the combination.    I utilized raycasting to navigate, along with a constraint material to keep the camera in the bounds of the room.  Since this was going to be available on mobile phones, I set up different tween targets for mobile and desktop. &lt;br /&gt;
&lt;br /&gt;
Luckily for me, I was able to hand off the design of the menu system to our programming team and they spit out some great javascript that allowed me to implement a preloader with video and a menu system.   Game inventory items, hints, camera rotation controls, and sound control were added.   We kept the instructions to a minimum.   The video was created using Apple Motion using actual screenshots of the game. &lt;br /&gt;
&lt;br /&gt;
We hope you enjoy the game.&lt;br /&gt;
&lt;br /&gt;
* Play it here: https://webgl.r66dapps.com/escapev1/   &lt;br /&gt;
* Trailer: https://youtu.be/EjB3nnkUSgw   &lt;br /&gt;
* Other project examples using Verge3d:  https://www.r66d.com/web-gl&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=316</id>
		<title>Behind the Scenes - Escape Room</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=316"/>
		<updated>2021-10-14T16:13:41Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thumbnail.jpg|alt=Escape Room by Route 66 Digital|thumb|767x767px|Escape Room by Route 66 Digital]]&lt;br /&gt;
&#039;&#039;&#039;The Escape Room is an interactive short&#039;&#039;&#039; created using Blender 2.93 and Verge3D 3.8.   The following is a Behind the Scenes look at the making of the Escape Room.      &lt;br /&gt;
&lt;br /&gt;
The Escape Room was developed by Route 66 Digital as an internal R&amp;amp;D project and was released to the public so they could join in the fun.   When we start this project we had a few specific items we were trying to learn more about: memory management, redraws, lighting, and light probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For us, memory management was one of the biggest concerns we had with respect to making very large experiences.  Most of this was my own personal fault.  My background in video animation made for some very large models and textures, not suited for online use.   I was making detailed models with hundreds of parts per model with an equally large number of independent textures or buying models online and using those without optimization.  For this and all future projects, I knew I needed a new process.   For the room, I ditched the idea of modeling in NURBS and used the native polygon modeling in Blender.  I spent time trying to create high-resolution models with my usual detail and had planned to bake those textures and normals down to a lower poly. But the room is mostly comprised of simple cubes so I skipped this step and created only low poly models adding in beveling and subdivisions surfaces where I needed to get the details for the maps.&lt;br /&gt;
[[File:Blender - Wireframe view.jpg|alt=Blender wireframe|thumb|766x766px|Blender - wireframe]]&lt;br /&gt;
After completing the initial build, I had roughly 1.4 million triangles and approximately 1200 unique objects, 86 lights, and roughly 700Mb in textures.   Next came the process of baking the atlas maps.    This process took the longest.   Initial testing and noise levels in the maps required that I bake the textures at 8K at 10,000 samples using Cycles.  Over the next three months I tested many different baking plugins and found that at least for me, the best results were just setting them up by hand.   There are several youtube videos about how to bake multiple textures to a map.   What they never seem to tell you is the very important secret - Noise.  More importantly, they don&#039;t mention how to overcome it.  I thought Blender would have just done it during the rendering of the bake but it does not.   The good news and the secret to removing the noise are built-in Blender.   Blenders compositor has a denoiser that works quite well as long as the textures being denoised have their smallest detail 10x larger than the noise, otherwise the denoiser will effectively erase the small details. This was especially apparent with text. To avoid losing the text during a denoise filter, I ended up removing all the items that had text and kept those as independent maps using PNGs vs JPG to keep the quality up.   Another big-time saver was UV Packmaster.  It allowed the optimization of the UVs and packed them in tighter and faster than if I had manually positioned them.  It also provided a method to set the size of the islands, giving more space to map areas with small details or text.   I only wish I had learned that before I had spent days rendering out the first few maps.&lt;br /&gt;
[[File:Atlasmaps.jpg|alt=Atlas Maps|thumb|763x763px|Atlas Maps]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the maps were completed, I reduced and optimize the scene geometry and applied the baked maps.   I had captured all the lighting and shadows in the baked textures so I was able to delete all the lights.    The final scene has 72,331 vertices and 134,253 triangles, 134 objects, and 0 lights.   Zero lights were key to lowering redraws which in turn affects the performance of the application.     As an added bonus the quality of rendered scene looked more in line with a video than had we used physical lighting.  So that&#039;s a win-win.&lt;br /&gt;
&lt;br /&gt;
With three of the four goals completed, it was time to move on to light probes.  The glass walls in the middle of the room reflected the HDR background and we needed it to reflect the room.   There were other objects in the room that needed reflection attention as well.   I started by placing small reflection cubes throughout the scene but quickly realized the performance price.   Although not perfect, I settled for one large reflection cube.&lt;br /&gt;
&lt;br /&gt;
At this point the research was complete and the projects are usually backed up and stored for reference but I had another idea, the Escape Room.    Once the project was exported to a GLTF the focus became all about puzzles and javascript.&lt;br /&gt;
&lt;br /&gt;
The game interaction is very standard Verge3d things, on drag, on rotate, on click, etc.  We did notice that for drag events... it&#039;s better to have the camera off-angle than straight on otherwise the rotation of the combination lock would rotate in unpredictable directions making it impossible to enter the combination.    I utilized raycasting to navigate, along with a constraint material to keep the camera in the bounds of the room.  Since this was going to be available on mobile phones, I set up different tween targets for mobile and desktop. &lt;br /&gt;
&lt;br /&gt;
Luckily for me, I was able to hand off the design of the menu system to our programming team and they spit out some great javascript that allowed me to implement a preloader with video and a menu system.   Game inventory items, hints, camera rotation controls, and sound control were added.   We kept the instructions to a minimum.   The video was created using Apple Motion using actual screenshots of the game. &lt;br /&gt;
&lt;br /&gt;
We hope you enjoy the game.&lt;br /&gt;
&lt;br /&gt;
* Play it here: https://webgl.r66dapps.com/escapev1/   &lt;br /&gt;
* Trailer: https://youtu.be/EjB3nnkUSgw   &lt;br /&gt;
* Other project examples using Verge3d:  https://www.r66d.com/web-gl&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=315</id>
		<title>Behind the Scenes - Escape Room</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=315"/>
		<updated>2021-10-14T16:10:35Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thumbnail.jpg|alt=Escape Room by Route 66 Digital|thumb|767x767px|Escape Room by Route 66 Digital]]&lt;br /&gt;
&#039;&#039;&#039;The Escape Room is an interactive short&#039;&#039;&#039; created using Blender 2.93 and Verge3D 3.8.   The following is a Behind the Scenes look at the making of the Escape Room.      &lt;br /&gt;
&lt;br /&gt;
The Escape Room was developed by Route 66 Digital as an internal R&amp;amp;D project and was released to the public so they could join in the fun.   When we start this project we had a few specific items we were trying to learn more about: memory management, redraws, lighting and light probes.&lt;br /&gt;
&lt;br /&gt;
For us memory management was one of the biggest concerns we had with respect to making very large experiences.  Most of this was my own personal fault.  My background in video animation made for some very large models and textures, not suited for online use.   I was  making detailed models with hundreds of parts per model with equally large number of independent textures or buying models online and using those without optimization.  For this and all future projects I knew I needed a new process.   For the room, I ditched the idea of modeling in nurbs and used the native polygon modeling in Blender.  I spent time trying to create high resolution models with my usual detail and had planned to bake those textures and normals down to a lower poly. But the room is mostly comprised of simple cubes so I skipped this step and created only low poly models adding in beveling and subdivisions surfaces where I needed to get the details for the maps.&lt;br /&gt;
[[File:Blender - Wireframe view.jpg|alt=Blender wireframe|thumb|766x766px|Blender - wireframe]]&lt;br /&gt;
After completing the initial build, I had roughly 1.4 million triangles and approximately 1200 unique objects, 86 lights and roughly 700Mb in textures.   Next came the process of baking the atlas maps.    This process took the longest.   Initial testing and noise levels in the maps required that I bake the textures at 8K at 10,000 samples using Cycles.  Over the next three months I tested many different baking plugins and found that at least for me, the best results were just setting them up by hand.   There are several youtube videos about how to bake multiple textures to a maps.   What they never seem to tell you is the a very important secret - Noise.  More importantly, they don&#039;t mention how to overcome it.  I thought Blender would have just done it during the rendering of the bake but it does not.   The good news and the secret to removing the noise is built in Blender.   Blenders compositor has a denoiser that works quite well as long as the textures being denoised have their smallest detail 10x larger than the noise, otherwise the denoiser will effectively erase the small details. This was especially apparent with text. To avoid loosing the text during a denoise filter, I ended up removing all the items that had text and kept those as independent maps using PNGs vs JPG to keep the quality up.   Another big time saver was UV Packmaster.  It allowed the optimization of the UVs and packed them in tighter and faster than if I had manually positioned them.  It also provided a method to set the size of the islands, giving more space to map areas with small details or text.   I only wish I had learned that before I had spent days rendering out the first few maps.&lt;br /&gt;
[[File:Atlasmaps.jpg|alt=Atlas Maps|thumb|763x763px|Atlas Maps]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the maps were completed, I reduced and optimize the scene geometry and applied the baked maps..   I had captured all the lighting and shadows in the baked textures so I was able to delete all the lights.    The final scene has 72,331 vertices and 134,253 triangles, 134 objects and 0 lights.   Zero lights was key to lowering redraws which in turn affects the performance of the application.     As an added bonus the quality of rendered scene looked more inline with a video than had we used physical lighting.  So thats a win win.&lt;br /&gt;
&lt;br /&gt;
With three of the four goals completed, it was time to move on to light probes.  The glass walls in the middle of the room reflected the HDR background and we needed it to reflect the room.   There were other objects in the room that needed reflection attention as well.   I started by placing small reflection cubes through out the scene but quickly realized the performance price.   Although not perfect, I settled for one large reflection cube.&lt;br /&gt;
&lt;br /&gt;
At this point the research was complete and the projects are usually backed up and stored for reference but I had another idea, the Escape Room.    Once the project was exported to a GLTF the focus became all about puzzles and javascript.&lt;br /&gt;
&lt;br /&gt;
The game interaction is very standard Verge3d things, on drag, on rotate, on click, etc.  We did notice that for drag events....its better to have the camera off angle than straight on otherwise the rotation of the combination lock would rotate in unpredictable directions making it impossible to enter the combination.    I utilized raycasting to navigate, along with a constraint material to keep the camera in the bounds of the room.  Since this was going to be available on mobile phones, I setup different tween targets for mobile and desktop. &lt;br /&gt;
&lt;br /&gt;
Luckily for me I was able to hand off the design of the menu system to our programming team and they spit out some great javascript that allowed me to implement a preloader with video and a menu system.   Game inventory items, hints, camera rotation controls and sound control were added.   We kept the instructions to a minimum.   The video was created using Apple Motion using actual screen shots of the game. &lt;br /&gt;
&lt;br /&gt;
We hope you enjoy the game.&lt;br /&gt;
&lt;br /&gt;
* Play it here: https://webgl.r66dapps.com/escapev1/   &lt;br /&gt;
* Trailer: https://youtu.be/EjB3nnkUSgw   &lt;br /&gt;
* Other project examples using Verge3d:  https://www.r66d.com/web-gl&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=File:Thumbnail.jpg&amp;diff=314</id>
		<title>File:Thumbnail.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=File:Thumbnail.jpg&amp;diff=314"/>
		<updated>2021-10-14T16:02:28Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Escape Room&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=File:Blender_-_Wireframe_view.jpg&amp;diff=313</id>
		<title>File:Blender - Wireframe view.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=File:Blender_-_Wireframe_view.jpg&amp;diff=313"/>
		<updated>2021-10-14T15:57:46Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keeping the poly count as low as possible.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=312</id>
		<title>Behind the Scenes - Escape Room</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=312"/>
		<updated>2021-10-14T15:53:57Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Escape Room is an interactive short&#039;&#039;&#039; created using Blender 2.93 and Verge3D 3.8.   The following is a Behind the Scenes look at the making of the Escape Room.   &lt;br /&gt;
&lt;br /&gt;
The Escape Room was developed by Route 66 Digital as an internal R&amp;amp;D project and was released to the public so they could join in the fun.   When we start this project we had a few specific items we were trying to learn more about: memory management, redraws, lighting and light probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For us memory management was one of the biggest concerns we had with respect to making very large experiences.  Most of this was my own personal fault.  My background in video animation made for some very large models and textures, not suited for online use.   I was  making detailed models with hundreds of parts per model with equally large number of independent textures or buying models online and using those without optimization.  For this and all future projects I knew I needed a new process.   For the room, I ditched the idea of modeling in nurbs and used the native polygon modeling in Blender.  I spent time trying to create high resolution models with my usual detail and had planned to bake those textures and normals down to a lower poly. But the room is mostly comprised of simple cubes so I skipped this step and created only low poly models adding in beveling and subdivisions surfaces where I needed to get the details for the maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing the initial build, I had roughly 1.4 million triangles and approximately 1200 unique objects, 86 lights and roughly 700Mb in textures.   Next came the process of baking the atlas maps.    This process took the longest.   Initial testing and noise levels in the maps required that I bake the textures at 8K at 10,000 samples using Cycles.  Over the next three months I tested many different baking plugins and found that at least for me, the best results were just setting them up by hand.   There are several youtube videos about how to bake multiple textures to a maps.   What they never seem to tell you is the a very important secret - Noise.  More importantly, they don&#039;t mention how to overcome it.  I thought Blender would have just done it during the rendering of the bake but it does not.   The good news and the secret to removing the noise is built in Blender.   Blenders compositor has a denoiser that works quite well as long as the textures being denoised have their smallest detail 10x larger than the noise, otherwise the denoiser will effectively erase the small details. This was especially apparent with text. To avoid loosing the text during a denoise filter, I ended up removing all the items that had text and kept those as independent maps using PNGs vs JPG to keep the quality up.   Another big time saver was UV Packmaster.  It allowed the optimization of the UVs and packed them in tighter and faster than if I had manually positioned them.  It also provided a method to set the size of the islands, giving more space to map areas with small details or text.   I only wish I had learned that before I had spent days rendering out the first few maps.  &lt;br /&gt;
[[File:Atlasmaps.jpg|alt=Atlas Maps|thumb|763x763px|Atlas Maps]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the maps were completed, I reduced and optimize the scene geometry and applied the baked maps..   I had captured all the lighting and shadows in the baked textures so I was able to delete all the lights.    The final scene has 72,331 vertices and 134,253 triangles, 134 objects and 0 lights.   Zero lights was key to lowering redraws which in turn affects the performance of the application.     As an added bonus the quality of rendered scene looked more inline with a video than had we used physical lighting.  So thats a win win.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With three of the four goals completed, it was time to move on to light probes.  The glass walls in the middle of the room reflected the HDR background and we needed it to reflect the room.   There were other objects in the room that needed reflection attention as well.   I started by placing small reflection cubes through out the scene but quickly realized the performance price.   Although not perfect, I settled for one large reflection cube.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point the research was complete and the projects are usually backed up and stored for reference but I had another idea, the Escape Room.    Once the project was exported to a GLTF the focus became all about puzzles and javascript.&lt;br /&gt;
&lt;br /&gt;
The game interaction is very standard Verge3d things, on drag, on rotate, on click, etc.  We did notice that for drag events....its better to have the camera off angle than straight on otherwise the rotation of the combination lock would rotate in unpredictable directions making it impossible to enter the combination.    I utilized raycasting to navigate, along with a constraint material to keep the camera in the bounds of the room.  Since this was going to be available on mobile phones, I setup different tween targets for mobile and desktop. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily for me I was able to hand off the design of the menu system to our programming team and they spit out some great javascript that allowed me to implement a preloader with video and a menu system.   Game inventory items, hints, camera rotation controls and sound control were added.   We kept the instructions to a minimum.   The video was created using Apple Motion using actual screen shots of the game.    &lt;br /&gt;
&lt;br /&gt;
We hope you enjoy the game.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=File:Atlasmaps.jpg&amp;diff=311</id>
		<title>File:Atlasmaps.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=File:Atlasmaps.jpg&amp;diff=311"/>
		<updated>2021-10-14T15:50:46Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are examples of two atlas maps used.  Since the items on the bookshelf would be seen frequently close up, it was decided to give them their own map so the text could be easily seen.   The map on the right is for the vertical walls.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=310</id>
		<title>Behind the Scenes - Escape Room</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=310"/>
		<updated>2021-10-14T15:33:33Z</updated>

		<summary type="html">&lt;p&gt;Xeon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Escape Room is an interactive short&#039;&#039;&#039; created using Blender 2.93 and Verge3D 3.8.   The following is a Behind the Scenes look at the making of the Escape Room.&lt;br /&gt;
&lt;br /&gt;
The Escape Room was developed by Route 66 Digital as an internal R&amp;amp;D project and was released to the public so they could join in the fun.   When we start this project we had a few specific items we were trying to learn more about: memory management, redraws, lighting and light probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For us memory management was one of the biggest concerns we had with respect to making very large experiences.  Most of this was my own personal fault.  My background in video animation made for some very large models and textures, not suited for online use.   I was  making detailed models with hundreds of parts per model with equally large number of independent textures or buying models online and using those without optimization.  For this and all future projects I knew I needed a new process.   For the room, I ditched the idea of modeling in nurbs and used the native polygon modeling in Blender.  I spent time trying to create high resolution models with my usual detail and had planned to bake those textures and normals down to a lower poly. But the room is mostly comprised of simple cubes so I skipped this step and created only low poly models adding in beveling and subdivisions surfaces where I needed the details for the maps,  knowing I would rely on textures to make up the detail where applicable.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing the initial build I had roughly 1.4 million triangles and approximately 1200 unique objects, 86 lights and roughly 700Mb in textures.   Yes, you are right...that would never work.   Because our goal was to determine the effects of atlas textures, I kept a lot of detail in for the texture baking, knowing that I would be reducing the poly count and combining objects once the textures were baked.   This process took the longest.   Initial testing and noise levels in the maps required that I bake the textures at 8K at 10,000 samples using Cycles.  Over the next three months I tested many different baking plugins and found that at least for me, the best results were just setting them up by hand.   There are several youtube videos about how to bake multiple textures to a map.   What they never seem to tell you is the a very important secret - Noise.  More importantly, they don&#039;t mention how to overcome it.  I thought Blender would have just done it during the rendering of the bake but it does not.   The good news and the secret to removing the noise is built in Blender.   Blenders compositor has a denoiser that works quite well as long as the textures being denoised have their smallest detail 10x larger than the noise, otherwise the denoiser will effectively erase the small details. This was especially apparent with text. To avoid loosing the text during a denoise filter, I ended up removing all the items that had text and kept those as independent maps using PNGs vs JPG to keep the quality up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the maps were completed, I reduced and optimize the scene geometry and applied the baked maps..   I had captured all the lighting and shadows in the baked textures so I was able to delete all the lights.    The final scene has 72,331 vertices and 134,253 triangles, 134 objects and 0 lights.   Zero lights was key to lowering redraws which in turn affects the performance of the application.     As an added bonus the quality of rendered scene looked more inline with a video than had we used physical lighting.  So thats a win win.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With three of the four goals completed, it was time to move on to light probes.  The glass walls in the middle of the room reflected the HDR background and we needed it to reflect the room.   There were other objects in the room that needed reflection attention as well.   I started by placing small reflection cubes through out the scene but quickly realized the performance price.   Although not perfect, I settled for one large reflection cube.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point the research was complete and the projects are usually backed up and stored for reference but I had another idea, the Escape Room.    Once the project was exported to a GLTF the focus became all about puzzles and javascript.&lt;br /&gt;
&lt;br /&gt;
The game interaction is very standard Verge3d things, on drag, on rotate, on click, etc.  We did notice that for drag events....its better to have the camera off angle than straight on otherwise the rotation of the combination lock would rotate in unpredictable directions making it impossible to enter the combination.    I utilized raycasting to navigate, along with a constraint material to keep the camera in the bounds of the room.  Since this was going to be available on mobile phones, I setup different tween targets for mobile and desktop. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily for me I was able to hand off the design of the menu system to our programming team and they spit out some great javascript that allowed me to implement a preloader with video and a menu system.   Game inventory items, hints, camera rotation controls and sound control were added.   We kept the instructions to a minimum.   The video was created using Apple Motion using actual screen shots of the game.    &lt;br /&gt;
&lt;br /&gt;
We hope you enjoy the game.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
	<entry>
		<id>https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=309</id>
		<title>Behind the Scenes - Escape Room</title>
		<link rel="alternate" type="text/html" href="https://www.soft8soft.com/wiki/index.php?title=Behind_the_Scenes_-_Escape_Room&amp;diff=309"/>
		<updated>2021-10-14T07:18:41Z</updated>

		<summary type="html">&lt;p&gt;Xeon: Initial Edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Escape Room is an interactive short&#039;&#039;&#039; created using Blender 2.93 and Verge3D 3.8.   The following is a Behind the Scenes look at the making of the Escape Room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Escape Room was developed by Route 66 Digital as an internal R&amp;amp;D project and was released to the public so they could join in the fun.   When we start this project we had a few specific items we were trying to learn more about: memory management, redraws, lighting and light probes.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For us memory management was one of the biggest concerns we had with respect to making very large experiences.  Most of this was my own personal fault.  My background in video animation made for some very large models and textures, not suited for online use.   I was  making overly detailed models with hundreds of parts per model with equally large number of independent textures or buying models online and using those without optimization.  For this and all future projects I knew I needed a new process.   For the room, I ditched the idea of modeling in nurbs and used the native polygon modeling in Blender.  I purposefully created only low poly models knowing I would rely on textures to make up the detail where applicable.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing the initial build I had roughly 1.4 million triangles and approximately 1200 unique objects, 86 lights and roughly 700Mb in textures.   Yes, you are right...that would never work.   Because our goal was determine the effects of atlas textures, I kept a lot of detail in for the texture baking, knowing that I would be reducing the poly count and combining objects once the textures were baked.   This process took the longest.   Initial testing and noise levels in the maps required that I bake the textures at 8K at 10,000 samples using Cycles.  Over the next three months I tested many different baking plugins and found that at least for me, the best results were just setting them up by hand.   There are several youtube videos about how to bake multiple textures to a map.   What they never seem to tell you is the a very important secret - Noise.  More importantly, they don&#039;t mention how to overcome it.  I thought Blender would have just done it during the rendering of the bake but it does not.   The good news and the secret to removing the noise is built in Blender.   Blenders compositor has a denoiser that works quite well as long as the textures being denoised have their smallest detail 10x larger than the noise, otherwise the denoiser will effectively erase the small details. This was especially apparent with text. To avoid loosing the text during a denoise filter, I ended up removing all the items that had text and kept those as independent maps using PNGs vs JPG to keep the quality up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the maps were completed, I reduced and optimize the scene geometry and applied the baked maps..   I had captured all the lighting and shadows in the baked textures so I was able to delete all the lights.    The final scene has 72,331 vertices and 134,253 triangles, 134 objects and 0 lights.   Zero lights was key to lowering redraws which in turn affects the performance of the application.     As an added bonus the quality of rendered scene looked more inline with a video than had we used physical lighting.  So thats a win win.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With three of the four goals completed, it was time to move on to light probes.  The glass walls in the middle of the room reflected the HDR background and we needed it to reflect the room.   There were other objects in the room that needed reflection attention as well.   I started by placing small reflection cubes through out the scene but quickly realized the performance price.   Although not perfect, I settled for one large reflection cube.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point the research was complete and the projects are usually backed up and stored for reference but I had another idea, the Escape Room.    Once the project was exported to a GLTF the focus became all about puzzles and javascript.&lt;br /&gt;
&lt;br /&gt;
The game interaction is very standard Verge3d things, on drag, on rotate, on click, etc.  We did notice that for drag events....its better to have the camera off angle than straight on otherwise the rotation of the combination lock would rotate in unpredictable directions making it impossible to enter the combination.    I utilized raycasting to navigate, along with a constraint material to keep the camera in the bounds of the room.  Since this was going to be available on mobile phones, I setup different tween targets for mobile and desktop. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily for me I was able to hand off the design of the menu system to our programming team and they spit out some great javascript that allowed me to implement a preloader with video and a menu system.   Game inventory items, hints, camera rotation controls and sound control were added.   We kept the instructions to a minimum.   The video was created using Apple Motion using actual screen shots of the game.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We hope you enjoy the game.&lt;/div&gt;</summary>
		<author><name>Xeon</name></author>
	</entry>
</feed>