Freelancers in Santa Cruz de TenerifeFreelancers in Santa Cruz de Tenerife
AI Developer | Automations Engineer | Data Analyst
$50k+
Earned
13x
Hired
5.0
Rating
360
Followers
AI Developer | Automations Engineer | Data Analyst
I design the product so you can stop explaining it
2x
Hired
19
Followers
I design the product so you can stop explaining it
Brand Designer & Illustrator
3x
Hired
5.0
Rating
34
Followers
Brand Designer & Illustrator
Brand Designer developing your logo and identity
Brand Designer developing your logo and identity
Creative freelancer helping brands grow fast
New to Contra
Creative freelancer helping brands grow fast
Cover image for This is a demo game
This is a demo game that i have make it using three.js (https://threejs.org/) Features PigCity (Pigopoli) — GTA-style 3D Web Game (Three.js + Rapier + Vite) Open-world mafia-cartoon game running fully in browser. No heavy engine, no plugins: pure Three.js + WebGL, Rapier.js physics (WASM), Vite build. 60fps on entry-level laptops. Tech stack Three.js r160+ — rendering, scene graph, GLTFLoader, SkeletonUtils for skinned-mesh cloning, CSS2DRenderer for 3D-anchored UI (damage labels, dialog bubbles), procedural shader-based sky. Rapier.js — deterministic WASM physics: capsule character controller, per-building colliders, kinematic vehicles, raycasts for gunfire and line-of-sight. Vite — HMR, optimized bundle, asset pipeline. PocketBase (self-hosted) — persistence, anonymous device-auth, IAP claim, server-side hooks for ad rewards. Stripe Checkout — 4 IAP packs in test mode. 3D / Three.js features shipped Modular city loaded from Kenney City Kit GLB, grid layout with central plaza and per-building colliders. Animal trio (pig, rat, chicken) cloned via SkeletonUtils.clone() to preserve skinned animations, runtime hot-key switch. Full combat system — 3 weapons (fist/pistol/shotgun) with cooldown, ammo, spread, distinct ranges. Camera-origin raycast so crosshair aligns to bullet impact. Sprite muzzle flash, pooled spark particles, floating damage labels via CSS2D. Aim-driven TPS camera — orbital yaw + pitch that drives aim angle (not just height), lookAt projected far to prevent crosshair drifting onto the player's body. Vehicles — kinematic controller with dedicated chase cam, E to enter/exit, vehicle HP, pedestrian ramming above 4 m/s triggers ballistic ragdoll (launch + spin). NPCs — capsule pedestrian pool with HP, ragdoll-flop on death, timed despawn, i18n dialog with CSS2D speech bubbles. Cop AI — notoriety system with decay, police spawn above threshold, siren audio, escape by range/time. Mission state machine — repeatable Pizza Run, animated 3D waypoint arrow, soft/hard currency rewards. Shop UI — HTML overlay with vehicle thumbnails rendered offscreen via a second Three.js renderer (fixed camera, transparent background). Audio — Web Audio API with pooled MP3 SFX and looping music player with toggle. HUD + minimap — real-time 2D canvas minimap, player/vehicle HP bars, dual-currency wallet, notoriety meter. Architecture Trust boundary: all economy mutations validated server-side via PocketBase hooks. Save store with fallback: PocketBase primary → localStorage if offline. Feature-modular layout: src/combat/, src/vehicle/, src/mission/, src/economy/, etc. Each system isolated and testable. 50+ unit tests (Vitest). Result MVP complete (Plan 01-07 of 8), playtested: walkable city, 3 characters, combat, vehicles, repeatable missions, dual-currency economy, Stripe test IAP, rewarded ads with daily cap. #threejs #webgl #gamedev #javascript #3dweb #creativecoding #frontenddev #fullstack #freelancedeveloper #indiegame
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