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  1. Past hour
  2. Sebavan

    Offset for individual particle

    Hello, This would require to add a custom attribute which is not supported by the particles custom shaders. As @Deltakosh told me you might be able to use the particles animation sheets instead ? I bet he might come in as soon as he ll be available to add more precision to the thread 🙂
  3. Hey, you can use setFrictionAir(0.5); if you set it really low you should get what you want e.g. https://codepen.io/anon/pen/GYQdop?editors=0010 windMill.setFrictionAir(0.05); https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Matter.TileBody.html#setFrictionAir__anchor
  4. Hi, I have ran into an issue when starting scenes for a second time. I have three scenes, a main menu scene, a level scene and the gameover scene. When I go from the level scene to any other scene and try go back to the level scene I get the error: Uncaught TypeError: scene.init.call is not a function. I have noticed that if I go back into the main menu scene or game over scene there is no problem, only on the level scene. What I noticed was thats the only scene I use the import modules for example: import Init from "../init.js"; import Player from "../player.js"; import Controls from "../modules/controls.js"; /** * Create arcade mode */ export default class levelScene extends Phaser.Scene { constructor() { super({ key: 'levelScene' }); } preload() { } create() { } update() { } } I tried importing the Init module inside the game over scene and had the same error if I used this.scene.restart(); and when I took it back out the scene restarted no problems. I have been using the file structure and module approach from https://itnext.io/modular-game-worlds-in-phaser-3-tilemaps-2-dynamic-platformer-3d68e73d494a tutorial I am still quite new with es6 so I could be something trivial but any help or work around will be great as at the moment I need to reload the page each time. Any other info needed, please let me know. (I have tried using versions 3.11 to 3.15 and had the same error) Thanks,
  5. Deltakosh

    GUI Input Text Behavior

    (Unless someone wants to do a PR which is even better)
  6. Deltakosh

    GUI Input Text Behavior

    For new features like ctrlV I would suggest adding a new feature request on the repo so we can track it
  7. Cristina

    Babylon.js in responsive

    Hola Diyo-games, No entendimos tu respuesta. Como podriamos contactarte? Gracias!
  8. Sebavan

    PC Port

    Ping @Luaacro as he did an integration for the editor 🙂 you can see the sources here: https://github.com/BabylonJS/Editor if you want to see how he managed to do the setup.
  9. Deltakosh

    Functions: Babylon vs Unity

    I forgot about the release date question. Yes that date is correct
  10. Deltakosh

    Functions: Babylon vs Unity

    We do not have a Unity editor:) that is the main difference:) Navigation Mesh is an extension (ie. Maintained by the community) and you should check all the hard work done by @MackeyK24 here:http://doc.babylonjs.com/resources/intro The main difference is also that Babylon.js is a community open source project, entirely free, built by passionate people. Unity is a commercial product so obviously Unity will have more features
  11. Sebavan

    GUI Input Text Behavior

    Ping @trevordev
  12. Sebavan

    Better way to create pyramid trunk

    @Dieterich actually side orientation is about triangle order not culling 🙂 as @JohnK mentioned you need to rely on backfaceCulling here. DoubleSide is mainly use during mesh creation and will duplicate the triangles to be visible from both sides.
  13. Deltakosh

    NULL ENGINE behaviour using setPivotPoint and CSG

    Also how do you render on client side when using NullEngine? Are you sure your local renderer interpret the pivot like Babylon.js?
  14. Deltakosh

    NULL ENGINE behaviour using setPivotPoint and CSG

    OK can you repro on a page with the NullEngine (using Babylon.max.js) I will try to debug it. Also (I am traveling and I don't have too much free time this week), perhaps you could try to do a per mesh comparison between engine and NullEngine regarding properties like world matrix (is this matrix the same on all meshes between both engine) Can you also try to force a mesh.computeWorldMatrix(true) on all meshes before doing csg?
  15. NasimiAsl

    Better way to create pyramid trunk

    https://www.babylonjs-playground.com/#QPTGM2 https://www.babylonjs-playground.com/#QPTGM2#1 that is flat level of sides if you interested i can make rounded sides too ping @Dieterich
  16. i have issue in 3d analog clock i have export 3d watch from blender everything done just need to work on clock function my also fucntion is also done but its not working like clock please check the video and help me out and i have this code for clock function all Object piviot point is center but clock function not working perfectly please Check and help me out please scene.registerBeforeRender(function () { var date = new Date(); var hour = date.getHours() % 12; var minute = date.getMinutes() ; var second = date.getSeconds() ; hand_sec.rotation.y = (second/60.)*minute.*Math.PI/180.; hand_min.rotation.y = (minute/60.)*360.*Math.PI/180.; hand_hour.rotation.y = (hour/12.)*360.*Math.PI/180.; }); // this is code i have add but not working 0125.webm
  17. Today
  18. jamespierce

    Container With Sprite + Text - Centering Text

    The graphics object also has origin at 0,0. Moreover, graphics objects cannot have a different origin than 0,0. Sorry for sidetracking a bit but this is related info about graphics objects, especially if you are dealing with origins: When you add a graphics object to your scene, make sure you set the x,y coordinates. Else it will default to 0,0 and you might be confused why a graphics object in the center of your screen has its coords set to 0,0. Link to doc: https://photonstorm.github.io/phaser3-docs/global.html#GraphicsOptions If you want to detect input on a graphics object, you have to use a geometry object to manually set the input area. Link to doc: https://photonstorm.github.io/phaser3-docs/Phaser.GameObjects.Graphics.html#setInteractive__anchor You're right, the doc says it defaults to 0.5. I guess this needs to be updated in the doc. I think there is a place to submit change requests to the doc somewhere but I couldn't find it myself right now.
  19. Dieterich

    Better way to create pyramid trunk

    Hi @NasimiAsl, no problem..I wait..
  20. NasimiAsl

    Better way to create pyramid trunk

    @Dieterich hi wait a 10 min plz
  21. Dieterich

    Better way to create pyramid trunk

    Wow, I don't forget more this. That's solved. Thanks @JohnK
  22. NasimiAsl

    Get plane equation from plane mesh

    hi @MinZe http://www.babylonjs-playground.com/#HS2KUH#1 that is some rotation Helper method that an be nice if you make PG from your example
  23. mattstyles

    Do you use Visualisation Diagrams when game designing

    How about a tool that create those sorts of diagrams by analysing your source? That would be good, and I bet it already exists. To your actual question, yes, I also find some diagramming to be helpful although I wouldn't be as granular as you are. I've also got reasonably good at splitting problems up so rarely need to diagram for side projects, however, at work (where problems are significantly more involved) we do this as a team regularly and refer to diagrams often. Hardest part is keeping things up to date, hence the requirement for a tool that do this for you from code analysis. Ditto for written documentation.
  24. JohnK

    Better way to create pyramid trunk

    Just need to add one line pyramid.material.backFaceCulling = false; http://www.babylonjs-playground.com/#SMRU59#7
  25. Modos

    Functions: Babylon vs Unity

    Thank you very much for your help! The keyword was 'LOD', so i think the counterpart for BillboardAsset is MeshLODLevel? Well, to compare them is MY goal! Babylon has at least a pathfinder for AI, if i remember correctly. I think it was NavigationMesh. Where exactly is the difference between Babylon and Unity? I always read that Babylon was meant for creating 3D games and so is unity. I have also seen that Babylon's first commit was on June 27, 2013. I guess I can take that as release date.
  26. Dieterich

    Better way to create pyramid trunk

    Hi! I finally found what I was needing, but I have a small problem with 'sideOrientation = BABYLON.Mesh.DOUBLESIDE' because it is not displaying the interior texture .. why? http://www.babylonjs-playground.com/#SMRU59#4 @Wingnut @JohnK @Deltakosh @jerome @Pryme8 @Sebavan any? Thanks.
  27. RavZkie

    PC Port

    Thank you very much. btw can I ask if I can use Babylon.Js For my Game Project? Q2. is there any tutorials on how to link Babylon.js to Electron.js
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