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Showing content with the highest reputation since 12/24/2018 in all areas

  1. 3 points
    abhivaidya

    It's Christmas

    Hello, Merry Christmas and a Happy New year to everyone. Made a quick little scene using Kenney's holiday pack. Do check it out. Had planned a lot more but couldn't finish in time for the festival. Anyway here it is : It's Christmas Happy holidays! Abhi
  2. 2 points
    Riddik

    Zombie Strike

    Hi there! I'd like to show you one of our game - Zombie Strike. This is a variation of match3 style game and zombie theme. The wall of the zombie comes on the player who should break the bricks on the match3 rules. Please play this: http://rivasgames.com/games/zombie-strike/ And I'd be happy to see any feedback. Also this game is available for license, feel free to contact me directly if you are interest (az[at]rivasgames.com or in private message) Thank you for your attention.
  3. 2 points
    Hello game devs! I've been working on the game katan.io for a while to bring an alternative accessible approach to playing Catan online. We currently have about 15-30 people online at any time. I'm sure you guys will have some great feedback for the game, feel free to post them or send me a message about anything that's broken or that you think the game needs. We try to update the game once a week. Here is the foreseeable roadmap: - Color Optimizations - Game Ending Screen Revamp - Game Trading Screen Revamp - User Profiles & Stats - Ladder & Ranked Games Tech used are: node.js, typescript, ws, pixi.js
  4. 2 points
    JCPalmer

    Elvis has left the building!!

    see ya!
  5. 2 points
    Wingnut

    BABYLON.Augmented Reality ...

    Yeah, Jack, what the hell is wrong with you? heh. Get your butt over to the new forum, we're only about 1/4 done with the house-warming party. And, we need a fresh announcement for Boxigon, at the new forum, too. C'mon!
  6. 2 points
    Hello everyone, this is my first Melonjs game. You can Play it here: https://bit.ly/2EXKyAM This is game is simple avoider game, you just need to click anywhere to move and avoid anything red. Note : can only be played on browser desktop screenshot: Thanks for playing! Enjoy!
  7. 2 points
    JackFalcon

    BABYLON.Augmented Reality ...

    looking into this... babylonjs is no longer at this location on Ar.js: https://github.com/jeromeetienne/AR.js/tree/dev/babylon.js @jeromeetienne, friend, any info on AR.js + Babylon status? Also @brianzinn is right - original solution cross-matrix calculations (because I don't understand matrix inversions..), but then jerome etienne figured out how to make them babylon specific (details above). Old, but still have a backup if needed...
  8. 2 points
    A 3rd person character controller for BabylonJS source : https://github.com/ssatguru/BabylonJS-CharacterController docs: https://ssatguru.github.io/BabylonJS-CharacterController/ demo : https://ssatguru.github.io/BabylonJS-CharacterController/demo/ git download: https://github.com/ssatguru/BabylonJS-CharacterController/releases npm: https://www.npmjs.com/package/babylonjs-charactercontroller Originally developed as part of my Vishva project
  9. 1 point
    The two bits of code do completely different things. Hinted pieces array clearly doesn’t hold the array indexes, but rather the id values. Game Objects in Phaser don’t have an id property, so this is something you added.
  10. 1 point
    Phaser Interphase and there are some more for quick start by Emanuele Feronato you can check here
  11. 1 point
    jerome

    New forum

    Please read this : http://www.html5gamedevs.com/forum/33-phaser-3/ and this : https://phaser.discourse.group/t/welcome-to-the-new-phaser-forum/15 Rich is the owner of the current forum hosting, the BJS forum is simply a share in this hosting. The Phaser community will leave to Disclosure within weeks or months and the current Phaser forum will slowly die...in terms of community activity. It will still exist for archive/history reasons. Then Rich will have no more reason to maintain, animate (nor pay) for HGdev hosting, no more reason than archive/history necessity. I know we all love our current forum. It's not just a tool. The forum is our community cement ! it's our bar, pub, club house, what you prefer... it's the place where we love to talk about BJS, to make jokes, to show nice demos and to help others. It's a meeting place and a small part of humanity in this vast virtual space that Internet is. We all are conservative, we all love our logos, emoticones, pages, links, buttons, tiny red notifications, etc. Well, our habits. Because they help us to feel confortable. Hell, it's our home, here ! But the reality is that this home will certainly disappear due to the Phaser community choices. We were depending on them since the begining and fortunately they accepted to invite us and to host us when BJS was just a tiny thing with no fame. So, many thanks to them. Maybe it's time now that we grew up to fly with our own wings and to leave this crumbling house to get a better one.
  12. 1 point
    brianzinn

    BABYLON.Augmented Reality ...

    From @mkaouri "If the iOS 11 showing the front camera, you've to make sure that faceMode constraint in artoolkit.min.js is set to 'environment' to use the back camera of your mobile."
  13. 1 point
    brianzinn

    BABYLON.Augmented Reality ...

    hi @MarianG, I didn't really follow the AR.js - from my recollection it was relying on another engine renderer. If you are not specifically after AR.js, do the jsartookit examples no longer work https://github.com/mkaouri/jsartoolkit5? Also, BabylonJS 4.0 has AR via WebXR, if that meets your needs (it's very early market for browser support). I haven't been following close enough, but otherwise if you want a demo of that (like magic window) check here: https://github.com/BabylonJS/Babylon.js/issues/3899
  14. 1 point
    bghgary

    Finish Line Block

    Here is one solution: https://www.babylonjs-playground.com/#20OAV9#374 You have to muck with the UVs for it to work. Edit: Make a couple of corrections.
  15. 1 point
    Welcome to the forum!. deltaTime is available on the engine: http://doc.babylonjs.com/api/classes/babylon.engine#getdeltatime http://doc.babylonjs.com/api/classes/babylon.scene#getengine scene.getEngine().getDeltaTime() I've never needed to go to this level for animations. Can you share your animation code as a playground? I have multiple smooth animations running simultaneously without any low level coding, but not sure what you are animating.
  16. 1 point
    HI DR! Yeah, the universal cam, and the arcRotate cam... utilize their targets differently, don't they? A possible good first step... might be... when you switch to arcRotate cam, un-parent all cams (if any are parented), and then parent the universal cam to the arcRotate cam. And when you switch to universal cam, un-parent all cams, and then set arcRotateCam.parent = universalCam. You may need to do arcCam.position = universalCam.position (or opposite) just AFTER un-parenting all cams, and before doing a "fresh" parenting action. Not sure. This MIGHT keep the cam positions the same, no matter which is being used. BUT, this will not set the target in the same direction... for both cams. You are wishing for a "seamless" (un-noticeable) change... when switching-to EITHER type of cam, yes? Not an easy challenge, but interesting. I have never tried this, and I will give this some thought. Setting the arcRotate target DISTANCE-FROM-CAM (the camera's radius)... after switching to arcRotateCam... might be a difficult thing. There IS a possibility... to modify a universal camera to make it ACT like an arcRotateCam. That way, you never really switch cams. Instead, you turn ON/OFF the "universalCamActsLikeAnArcRotateCam" -mode. This idea might not be easy to do. Perhaps other forum people will have ideas and tests, too. Stay tuned.
  17. 1 point
    NasimiAsl

    cloud : fill inside of mesh

    make points instance inside of box mesh https://www.babylonjs-playground.com/#L3PEXN#17 https://www.babylonjs-playground.com/#L3PEXN#18
  18. 1 point
    Wingnut

    Lamps on Babylon / Open Contest!

    Hiya R. Did you do a forum search for 'lamp'? Probably should/could. Anyway, here's one that Hersir and I did, once upon a time. https://www.babylonjs-playground.com/#1GUOCF#9 More streetlight than lamp, sorry. And, it's faked... of course. You might discover... that just a bright color and some highLight layer or glowLayer on the shade itself... will give you a nice effect. Our BJS omni-lightbulbs blast right thru all mesh that are not shadowing items... so... you MIGHT even find-out that putting the shade into the light's .excludedMeshes is wise. Then just use a bright color on the shade... and some glow/highlight. Maybe don't even bother trying to light the shade itself... with the light inside. Anyway, you have something to play-with, now. Put a tube in place of the sphere... see what happens, eh? Others will surely comment, soon, too. LAMP CONTEST!!! Fun! Real-acting shade would be like wax paper. Photonic opacity. Can't see thru it, but light it brightly enough from behind, and some photons will pass-thru. A serious challenge, likely. Might have to fake THAT, too. The REAL fun comes when you put the dimmer on the light bulb. As the light.intensity gets brighter and dimmer, you change the color of the shade material, and adjust the amount of glow on the shade mesh. Wow! Put a flower pattern on the shade using emissiveTexture and "wash it out" using emissiveTexture.level. SuperWOW. So the dimmer would change light.intensity, shade material diffuseColor, shade material emissiveTexture.level, and glowLayer/highightLayer thickness around the shade edges... at the same time. Holy cow. Super-Lamp! :)
  19. 1 point
    jeromeetienne

    BABYLON.Augmented Reality ...

    Thanks for this warm welcome
  20. 1 point
    jerome

    Speeding up evaluateActiveMeshes

    If no billboard mode and no parent are used, multiplyToRef() (matrix multiplication) is still called several times in each call to computeWorldMatrix() : https://github.com/BabylonJS/Babylon.js/blob/master/src/Mesh/babylon.abstractMesh.ts#L1157 https://github.com/BabylonJS/Babylon.js/blob/master/src/Mesh/babylon.abstractMesh.ts#L1158 https://github.com/BabylonJS/Babylon.js/blob/master/src/Mesh/babylon.abstractMesh.ts#L1158 https://github.com/BabylonJS/Babylon.js/blob/master/src/Mesh/babylon.abstractMesh.ts#L1158 So, if I'm not wrong 4 times per call to computeWorldMatrix() at least. This means, in @fenomas case 25600 x 4 = 102 400 float allocations per frame. This could be avoided. I'll talk about this to @Deltakosh
  21. 1 point
    Not to be the lone dissenter, but I'd say hack up what you need in the DOM. Assuming you're already familiar with html/css, it'll be faster and more powerful than any of the alternatives. If you later find it's not performing well, rendering components in webgl will still be there as an option. I mean, if you want to learn a new library, I'm sure the above options are great. But if you want the shortest route to having a UI I expect that'd be the DOM.
  22. 1 point
    Pryme8

    What are my options for UI in Babylon.js?

    Just overlay Dom elements if its basic UI stuff if dynamic then it's best to go with canvas2d
  23. 1 point
    Pryme8

    Html menu inside babylon.js

    I am so interested in this for so many different reasons... I really have been mulling over an auto talking animator forever based off text input and timings or inflection settings. I think it would be priceless for all sort of animation deployments. Do you have this open source? As far as HTML menus go. just do a wrapping Div over your canvas, set pointer-events to null, except for on the elements you want to be able to interact with. I should upload my new version of TERIABLE, it has some really dynamic html menus and would give you some ideas i bet. http://pryme8.github.io/TERIABLE/ here is the old one, not as intense of menu html menu stuff, but yea at least its an example for you. Also you could just append Items with javascript or jquery to the body and have the z-index higher then your canvas honestly there are a ton of ways to accomplish this. as far as actually creating HTML elements in the canvas without some sort of scripting or library that would handle all of that for you in a manor similar to regular DOM creation is not valid option.
  24. 1 point
    Here is the solution: var x= 918, y= 549;var element = scene._engine.getRenderingCanvas();var clickEvent = document.createEvent("MouseEvents");clickEvent.initMouseEvent("mousedown", true, true, window, 0, 0, 0, x, y, false, false, false, false, 0, null);element.dispatchEvent(clickEvent);
  25. 1 point
    beforeRender is mostly about code organization, with no performance effect. There are 2 types of beforeRenders, those registered to the scene & those registered to an individual mesh. I am only going to talk about those registered to an individual mesh. A mesh beforeRender is much more OO, especially if subclass your mesh. You can do sophisticated things like have a variable number of "bad guy" meshes moving around. Just instance them, then register a beforeRender. Doing this for each instance in the render loop is extra management code that adds no value, toxic. If you do not subclass your mesh, like if it is coming from a .babylon, then you will need to create a class for your before render, so that you can pass the Mesh to work with in the constructor. The constructor can do the actual registration though. You can do things in a beforeRender, like check if the state of has somehow changed, and react. I am doing this in DIALOG.Panel. You could put this in render loop too, but a render loop could become a total mess fast. The only thing a before render might not be able to do is run when visibility = false; beforeRender is a great way to write an extension, because you can have more than 1 per mesh. So you can have one checking for some state change, and still use the POV extension, which is implemented as a before renderer. Really, a better question is what is the benefit of having more than a token render loop? It might be good for non-programming types, or learning an experimenting. The bigger your game, you will start to see that introducing more and more advanced logic becomes difficult to deal with.