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  2. 256 is enough for reflection usually, but not for big skybox, the size of the .hdr file would explose going big so I would advise to use a mix of small hdr for the refec refrac and png/jpg for the skybox.
  3. I read frequently this forum and also Reddit/WebGames to find out new games. But actually you can't find anything on Reddit (due to its UI) so I made a simple client to browse for Great Web Games.
  4. Hi everyone ! I've just noticed that when the rendering canvas size is quite big, above a certain size the 3D drawing area is suddenly cropped (to half the size of the rendering canvas, it seems). If you lower the width of the canvas, the height limit increases, and vice versa. And a strange fact: critical values are different depending on the context. Here are some cases (on my computer, values may differ on yours) - On a simple web page: 3500px x 1024px : ok 3500px x 1025px (and above) : cropped 3637px x 1024px : ok 3638px (and above) x 1024px : cropped I tried to reproduce that on the PG, and the values are not the same: 3500px x 2368px : ok 3500px x 2369px (and above) : cropped 3536px x 2368px : ok 3537px (and above) x 2368px : cropped The width around 3500 is an arbitrary value, you can put quite more if height is low enough (and vice versa). I don't know if the values will be different on your devices, but you can test that with this PG : Is it expected behavior or a bug ?
  5. Thank you! Is it possible to use baked shadows (with rate = 0 ) for static objects and a dynamic shadow for the ball? Or is it too difficult?
  6. I saw a kind of RPG boilerplate framework in the Sphere RPG game engine with its built-in editor. There was a set of folders for different types of files such as fonts, images, maps, tilesets, spritesets, sounds, scripts etc. It used Javascript code too and using the API made getting a character up and walking was very quick and easy to figure out. Maybe someone could do something similar with Phaser.
  7. You need to remove the line preventing the shadowmap to refresh (refresh rate to 0):
  8. Today
  9. check out the touchCursor plugin as well.
  10. I'm excited for the tilemap generator.
  11. Necroing this because it seems to be the best source of info for a problem I've had, I actually want the view to be cut off when the html canvas is scaled in either direction. Like what it does by default when the width is scaled. You can see the current effect with my demo If you put your browser into windowed mode and decrease the width, the shapes on screen stay the same size (desired), but decrease the height and their size shrinks (weird). In particular, I actually wonder why the canvas height/width is impacting this at all. I'd expect the screen resolution aspect ratio (which doesn't change) to be the key part about sizing/scaling the view. My mental model (which doesn't seem to match how babylon.js works) of the role of the canvas size, is that it should be a window behind which the camera sits.
  12. Hi there, I think I might transition my game to isometric and it should be a lot of fun, however; in my game I render 100's of sprites. No physics. They are stationary but one way I coped with regular phaser was making the ground a tile sprite, and water and sand and such that requires no interaction just image sprites over that ground tile sprite. Is there anyway to do this in the Isometric plugin? Essentially anyway to draw a isoTile with no physics, just being the floor/water that requires minimal power like game.add.image does? Edit: Sorry for bumping such an old topic, I didnt realize how old it was.
  13. @mazoku yes. I am publisher
  14. I could def contribute to the list if they dont have lists and I could link directly there instead. I just havent came across a resource like that off hand for phaser.
  15. Pivotal! Truly pivotal! Hi guys. I have been doing a little reading in pursuit of silhouette things. (okay, okay, that link was for FANCY silhouette things) Can you imagine drawing-on three Shape2D and having it create a model from them? Cooooool. But that's for smarter people than I. My quest... is somewhat more simple. I want to have an extrusion or displaceMap... that follows the outside edge of a transparent-background image. Like this... (truly pivotal) Doors, flat hockey players, what's the difference, right? Create a mesh... extruded/displaced the same thickness across entire surface... and the outside edge "shape" follows the outline of an image (non-transparent part). Cool! SO, I went experimenting. (uh oh). I took the "birdData" from our PolygonMeshBuilder feature... and I stuffed it into the "shape" array of a @jerome extrusion thing! I had to fiddle with the string, a bit, but it's working pretty good! NASA, we HAVE EXTRUSION! (At my age, extrusion is rare... ahem.) ANYway... set line 73 to 1, 2, or 3... to turn-on the extrusion "caps". I think this shape is a little too complicated for the extrusion's capping system... but it gives it one hell of a try, eh? Notice that the capping system is attempting a wagon-wheel-type of capping, from a central hub-point. Our bird says "You'll have to do better than that, if you want to cap ME, buddy" That's a different issue, though. Would anyone like to build an image "outer edge detector"... that creates arrays of vectors... that approximate the "outline" of that image? Vector2 would be fine, but Jerome's extruder uses Vector3's with 0's in the z-component. All in all, I would love to have an "image-outline-to-extrusion-shape" thing... converter... shape generator... you know. Something that makes bird shapes from transparent background bird pictures. Transparent colors in the middle of an image... can be ignored. I just need that outer edge of the image... converted to extrusion shape data. THAT... would be cool. A bottle of whiskey (not too expensive, please) to anyone who can do it for us. Party on, everyone.
  16. I'm trying to investigate what could cause this issue. All Cocoon Canvas+ GL capabilities seems to be ok. I don't know how to begin. Please anyone help me!.
  17. Not yet, but soon. The game will be available online and native stores next month. In the meantime I will post a demo link.
  18. What size should we be using to generate babylon HDR using BABYLON.Tools.generateBabylonHDR ??? The cabman actual image resolution is 3200 x 1600 ... the cube face size is 2048... But if i try to pre-process a cabman at 2048 full resolution IT NEVER FINISHES ... over 12 hours still never finishes... Everywhere i see HDRCubeTexture is always using SOME MUCH LOWER (like 256 or 512) cube map size then the actual cabman face size. Is there some SCALE or RATIO we should using OR are we supposed to trying to run HDR at whatever the actual cabemap face size ???
  19. There used to be a little (rocket ship?) button to run the code just above the text editor on the examples pages. Now it is gone. :/
  20. Thanks, I'll check it out!
  21. I believe some of your pause maybe due to uploading textures to the GPU for the first time. You may want give the prepare plugin a go renderer.plugins.prepare.upload(textureOrContainer); Upload all of your textures after loading has ended, but before you've hidden the loading screen.
  22. Thanks, will continue testing, works like a charm thus far. My problem is that I prep the view (create sprites etc) and then instantly init my animations. I have a requestAnimationFrame-dependent animation module that counts ticks since last call, and animate accordingly (so that animations run for the same amount of time regardless of FPS). The first requestAnimationFrame after the animation has been created has a high tick-value (in some cases up to 500ms because everything is frozen due to rendering), thus an animation with a duration of say 1000 ms could start animating from the middle once the container is displayed.
  23. can I play it anywhere?
  24. I found the answer here: This code is from this tutorial: function preload() { handleRemoteImagesOnJSFiddle(); // ... game.load.image('ball', 'img/ball.png'); } // This function (needed only on JSFiddle) take care of loading the images from the remote server function handleRemoteImagesOnJSFiddle() { game.load.baseURL = ''; game.load.crossOrigin = 'anonymous'; }
  25. sorry, I should be more didactic :-) Well, it's a good thing to remember that : Javascript is monothreaded and the variable scope is the function in what it is created. So if some variables are created each call to a function, they have to be cleared by the garbage collector once this function is over. And the garbage collector will use the same global javascript process than your code, so some precious CPU cycles that you would prefer to keep for yourself. Thus, in general, we try to avoid to create new objects (vector3, arrays, etc) in the render loop, what is in BJS a call to the function registred with registerBeforeRender() every 16 ms (60 fps) to keep the allocated memory as constant as possible, so to keep the GC far away our little business
  26. npm install required python2, then make, then make gave indecipherable errors. Doing dev from a Chromebook with Termux. Ended up deleting the repo, don't particularly have time to try and debug the issue.
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