I’ve just made the “Too Hot for Yokai” project (originally built for the Real‑World Impact Challenge) available as Cloneable Code.
In this project, we run a flocking simulation over the bufferGeometry we get from reality.meshfound, so the flock actually moves across the mesh surface. Specifically:
- For each vertex position, we use three-mesh-bvh to find the nearest vertex on the mesh, then grab its position and normal.
- When running the flocking calculation with GPUComputationRenderer, we feed in each vertex’s nearest‑mesh data from step 1, so the flock moves along the mesh.
In short, three-mesh-bvh lets you express movement constrained to a mesh, and you can absolutely do GPU‑based computations with GPUComputationRenderer in Niantic Studio, too.
I realize most people probably won’t care, but if anyone does need it, feel free to check out the code.
I can’t offer support, but if you pass the code to an AI it should be smart enough to pick it up and run with it.
I am grateful for the support team’s efforts.
Here’s to 8thWall taking off and sparking all kinds of awesome new projects!