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- You could also use Three.JS's binary format. It isn't half bad, especially served using HTTP compression. Blender can do conversions to it pretty well.

- You can use Canvas to draw to and then convert those to textures, that can make it easy to create very interesting pop-up information in the 3D scene. You could have the Canvas cleared to transparent and then write non-transparent stuff to it. Then you will have text and graphics floating in the air. Could look cool.

- You could use a DOF pass so that the 3D world could look tilt-shifted: https://en.wikipedia.org/wiki/Tilt%E2%80%93shift_photography https://threejs.org/examples/webgl_postprocessing_dof2.html

- You could use a Bloom pass with HDR to get some nice shines: https://threejs.org/examples/webgl_postprocessing_unreal_blo...

- You should probably try to use the STandard material model (GGX + Metallic + Roughness) in Three.JS rather than Phong. Looks much better: https://threejs.org/examples/#webgl_materials_standard

- Use the static serving of gzipped assets as discussed elsewhere.

- You should have hashes on your *.js files with caching for ever. This is pretty standard practice.

- Think about using the HDR stuff I contributing to Three.JS -- it can lead to amazing looking materials. Here is an example that uses IBL and HDR and tonemapping: https://threejs.org/examples/webgl_materials_envmaps_hdr.htm... https://threejs.org/examples/webgl_tonemapping.html Given that you are in daylight, I think this would work amazingly. Would look way better than simple lights. But it only works on Standard/Physical materials and not Phong materials.

I didn't look into too much more as I only looked at the production minified code.




Thanks! Very useful.




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