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  2. Kinect V2 skeleton

    Alright, I am now ready to say what I am going to do after much exploration. I am going to have a small body tracking command line program / DLL program: Run as a command line program, as a socket server when going to WebGL (implemented later) Run as Dynamic Linked Library when animating in Blender. The output either way is going to be JSON. Javascript & Python have very fast parsers. I looked at many things from directly referencing Microsoft.Kinect.dll inside of Blender, to C# & node implementations. They all required tons of extra stuff: like nest libraries to handle com objects in python. I ended up starting with this gist I found, which was not filled up with tons of garbage. Right now it is has a main, and I am successfully compiling, running, and outputting to console. Want to break into 2 source files, one with a main & future socket server (console writer for now), and one which does body tracking. Also need to start using a thread & callbacks. Here is how the MakeHuman Blender add-in looks below. (The recording controls are just mockups at present). My effort will be to get tracking working for Blender. Blender is more important to me as I can then use its facilities to key frame reduce.
  3. Today
  4. PBR and new GUI test render

    Bosch brand is on there, too. Nice demo.
  5. Right Angle to a Direction

    You should be fine if you are using the up vector of the plane.
  6. damned i follow each step that you recommended and that don't works with nvim ! sorry to borry you with this...but maybe if we find the correct solution you could put this tuto in your blog... first i install neovim from source (ubuntu 16.04) sudo apt-get install neovim after write the init.vim in ~/.config/nvim/init.vim with vim-plug default config with the plugins recommended => -deoplete.nvim -deoplete-ternjs (required by deoplete.nvim) -nvim-cm-tern -tern_for_vim my init.vim set encoding=utf8 let $NVIM_TUI_ENABLE_CURSOR_SHAPE=1 set number set clipboard=unnamedplus set incsearch set cursorline set ignorecase set wildignorecase set autoindent "" true color set background=dark let $NVIM_TUI_ENABLE_TRUE_COLOR=1 set termguicolors " Plugins will be downloaded under the specified directory. call plug#begin('~/.vim/plugged') " keybinding " Declare the list of plugins. Plug 'Shougo/deoplete.nvim' Plug 'carlitux/deoplete-ternjs', { 'do': 'npm install -g tern' } Plug 'roxma/nvim-cm-tern', {'do': 'npm install'} Plug 'ternjs/tern_for_vim', {'do': 'npm install'} " List ends here. Plugins become visible to Vim after this call. call plug#end() after put the settings recommended by deoplete in the bottom of my init.vim : https://github.com/carlitux/deoplete-ternjs#vim-configuration-example " Whether to include the types of the completions in the result data. Default: 0 let g:deoplete#sources#ternjs#types = 1 " Whether to include the distance (in scopes for variables, in prototypes for " properties) between the completions and the origin position in the result " data. Default: 0 let g:deoplete#sources#ternjs#depths = 1 " Whether to include documentation strings (if found) in the result data. " Default: 0 let g:deoplete#sources#ternjs#docs = 1 " When on, only completions that match the current word at the given point will " be returned. Turn this off to get all results, so that you can filter on the " client side. Default: 1 /////previous nvim //////////////////////////////////////////////// let g:deoplete#sources#ternjs#filter = 0 " Whether to use a case-insensitive compare between the current word and " potential completions. Default 0 let g:deoplete#sources#ternjs#case_insensitive = 1 " When completing a property and no completions are found, Tern will use some " heuristics to try and return some properties anyway. Set this to 0 to " turn that off. Default: 1 let g:deoplete#sources#ternjs#guess = 0 " Determines whether the result set will be sorted. Default: 1 let g:deoplete#sources#ternjs#sort = 0 " When disabled, only the text before the given position is considered part of " the word. When enabled (the default), the whole variable name that the cursor " is on will be included. Default: 1 let g:deoplete#sources#ternjs#expand_word_forward = 0 " Whether to ignore the properties of Object.prototype unless they have been " spelled out by at least two characters. Default: 1 let g:deoplete#sources#ternjs#omit_object_prototype = 0 " Whether to include JavaScript keywords when completing something that is not " a property. Default: 0 let g:deoplete#sources#ternjs#include_keywords = 1 " If completions should be returned when inside a literal. Default: 1 let g:deoplete#sources#ternjs#in_literal = 0 "Add extra filetypes let g:deoplete#sources#ternjs#filetypes = [ \ 'jsx', \ 'javascript.jsx', \ 'vue', \ '...' \ ] " Use tern_for_vim. let g:tern#command = ["tern"] let g:tern#arguments = ["--persistent"] run :PlugInstall run npm cd && sudo npm install -g tern cd ~/.vim/plugged/nvim-cm-term && sudo npm install cd .. cd tern_for_vim && sudo npm install copy the phaser auto completion in ~/.vim/plugged/tern_for_vim/nodes..... make a .tern-project at the root directory of my game { "ecmaVersion": 6, "libs": ["browser"], "loadEagerly": [], "plugins": { "phaser" : {}, "doc_comment": true } } and when i run :TernDeff on for example sprite same errot than my previous post : Failed to start server: /home/nvim/bubblexxx.github.io/phaser.js:21763 PIXI: PIXI || {}, ^ ReferenceError: PIXI is not defined at Object.<anonymous> (/home/nvim/bubblexxx.github.io/phaser.js:21763:11) at Object.<anonymous> (/home/nvim/bubblexxx.github.io/phaser.js:105605:4) at Module._compile (module.js:660:30) at Object.Module._extensions..js (module.js:671:10) at Module.load (module.js:573:32) at tryModuleLoad (module.js:513:12) at Function.Module._load (module.js:505:3) at Module.require (module.js:604:17) at require (internal/module.js:11:18) at loadPlugins (/usr/lib/node_modules/tern/bin/tern:136:15) if you could resolve this you be my angel !
  7. Demo with Ammo.js Physics Engine

    http://www.webappers.com/2012/12/11/a-comparison-of-javascript-physics-engines/ this goes over some of the aspects of ammo that might interest you!
  8. Right Angle to a Direction

    @adam What would you do if the up vector and the forward vector are the same? Wouldn't you need a forth axis to prevent gimbal lock? https://en.wikipedia.org/wiki/Gimbal_lock
  9. Extrude inconsistent shape turning corners

    http://www.html5gamedevs.com/topic/4427-csg-in-babylon/
  10. Holiday Cheer - time killer game

    Fine idea, graphics are cute. Well done.
  11. Right Angle to a Direction

    But still, if the camera tilted WITH the plane, or if we were standing on the plane, right would still be right... yes? Mesh up() tilts WITH the plane. World up()... maybe not so much so. (like I have a clue)
  12. Right Angle to a Direction

    I take that back. It would look weird when the plane rotates on local z. Rotating on local x wouldn't be an issue until you go upside down.
  13. Right Angle to a Direction

    It won't be restricted to one plane. You would just run into issues when the plane goes upside down.
  14. Right Angle to a Direction

    https://www.babylonjs-playground.com/#1ND6TH#38 Project is working good (although visually 'busy'). Thanks again guys.
  15. Right Angle to a Direction

    BABYLON.Vector3.Cross(imp.rotation.multiply(BABYLON.Vector3.Up()), imp.direction), ?? Gruesome. imp = arrow mesh, of course. I think that gets it. Testing to make sure.
  16. Right Angle to a Direction

    YAAAAS! <3 If you want it to be local to the mesh. if you wanted the "right" to be restricted to one plane the x/z then you would use the global up
  17. Right Angle to a Direction

    So again it comes down to three points your "eye" position, your forward vector and your up vector: When doing Cross(BABYLON.Vector3.Up(), firstDirection.negate()) your making the assumptions that the eye vector is 0,0,0 and the up is 0,1,0 which limits the number of "right" angles.
  18. Right Angle to a Direction

    Yeah, I should use mesh.rotation.getUp()... errr... something.
  19. Right Angle to a Direction

    Its like Rocket League if anyone plays that game, when you are in ball lock mode your up vector/turn vectors are relative to the ball vs if you are out of ball lock it makes it relative to the camera.
  20. Right Angle to a Direction

    That is my point, that its all relative and that wingnuts "right" angle will change depending on his point of reference (his up vector) and if he is doing it it locally vs globally.
  21. Right Angle to a Direction

    I'd use the up direction of the airplane mesh.
  22. Panda 2 released

    Panda 2 goes 3D! Three.js plugin coming soon to enable 3D rendering. Look at this preview how i combined Three.js with p2.js physics plugin.
  23. Right Angle to a Direction

    Yes it does, so you mean to tell me if I pitch up and then yaw right vs roll right and yaw right vs just yawing right Im going to end up in the same points? No it is all relative.
  24. Right Angle to a Direction

    Pitch and roll does not affect yaw. If it does, you have a broken airplane. Are you thinking about directions... spinning on their z-axis? Rolled directions? Yeah, I was there... until I realized that spinning arrows still fly the same direction.
  25. Right Angle to a Direction

    I was picturing a spaceship or an airplane, and how as its pitchs and rolls the up vector changes and effects the direction of yaw, so up cant always be 0,1,0 unless you are using a fixed reference point. Which then the vector's right angle is always in global not local.
  26. Right Angle to a Direction

    If the Up() was Up().negate(), then you would be upside down, and the new direction would STILL be leftward, right(ward)?
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