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Showing content with the highest reputation on 01/19/16 in all areas

  1. 1 point
    kriket

    Grouping objects (but not parenting)?

    thanks David!
  2. 1 point
    Deltakosh

    Grouping objects (but not parenting)?

    I agree, as you won't move the parent, parenting is just fine
  3. 1 point
    Deltakosh

    Grouping objects (but not parenting)?

    Hello (there is a question sub folder:), what do you want to do with this group then? (This will help me answer :))
  4. 1 point
    jahow

    WebGL color filters

    Hey, The convolution & color correction postprocesses will be perfect for that: http://doc.babylonjs.com/tutorials/How_to_use_PostProcesses#builtin-postprocesses
  5. 1 point
    If you're after some numbers, for me, Chrome on a newish Macbook Air knocks along at a solid ~65. Safari and Firefox ditto.
  6. 1 point
    cstuncsik

    Phaser ES6 demo

    Hi everyone, I was very interested in developing a phaser game in ES6 and I have found some boilerplate which are very good but I decided to make my own. https://github.com/cstuncsik/phaser-es6-demo Cheers
  7. 1 point
    NasimiAsl

    WebGL color filters

    you can do it by postprocess and mathematical contrast sample newcolor = pow(color, [contrast level] )/[correction color range] http://www.babylonjs-playground.com/#MIFHB#10 see this too :
  8. 1 point
    staff0rd

    [WIP] Devader (AntiMiner)

    Looks like the turrets/nukes are either gone, or the key bindings are no longer valid - can't seem to use them. Also, if you hit ESC and click EXIT you go to what looks like a menu for a different game
  9. 1 point
    hen

    Primitive/ Vertex Editor

    I just wanted to share a short clip about our primitive runtime editor. Some live version will follow once our public beta is ready vertexeding.mp4
  10. 1 point
    you need to edit \filters\pixi\TiltShiftXFilter.js and TiltShiftYFilter.js files change all occurrences of window.screenWidth to window.innerWidth and window.screenHeight to window.innerHeight
  11. 1 point
    Stvsynrj

    Ribbonyzer

    Hi all ! Here is another little demo ..... "Ribbonyzer" Ribbons, Reflection probe, fog and of course, music ! Hope you'll enjoy ! (Sp├ęciale d├ędicace pour @jerome ) http://synergy-development.fr/ribbonyzer/
  12. 1 point
    RedFragment

    [WIP] Devader (AntiMiner)

    Pretty fun. I would change the ground texture though, it makes it kind of hard to see the bots (unless that was intentional).
  13. 1 point
    staff0rd

    [WIP] Devader (AntiMiner)

    Probably just needs to be a bigger/slower explosion to make it feel like it's got more impact.
  14. 1 point
    staff0rd

    [WIP] Devader (AntiMiner)

    Cool! At one point I was able to have one gun facing behind me, the other facing frontwards - not sure how I managed that. Needs weapon pickups, and that nuke should display a big mushroom cloud animation or similar.
  15. 1 point
    BitOfGold

    [WIP] Devader (AntiMiner)

    fun fun fun! Maybe some powerups (health, shield etc) would spice up the gameplay
  16. 1 point
    So! Commited - https://github.com/BabylonJS/Babylon.js/pull/877 . a very simple demo can be found here - http://raananweber.com/physics/ . Using Jerome's ExtrudeShape :-) The MeshImpostor will use this implementation from now on. It can be used on all types of meshes. The only catch - it only intersects with spheres.
  17. 1 point
    kleepklep

    Callback when animation complete?

    Here's the actual callback code if anyone needs it! sprite.animations.currentAnim.onComplete.add(function () { console.log('animation complete');}, this);
  18. 1 point
    code snippets is helpful to allow other people to help you.. I have used a mousemove event listener on a sprite like this.. mySprite('mousemove', mouseMoveCallback);function mouseMoveCallback(mouseData) { console.log("X = "+mouseData.data.originalEvent.movementX); console.log("Y = "+mouseData.data.originalEvent.movementY);}This is correct syntax for V3 and will log your mouse position in the console. You still create a 'stage' of sorts with the code.. //you can therefore use the listener on the stage variablevar stage = new PIXI.Container(0xFFFFFF);I have yet to discover the necessity of the Interaction Manager class as my app is interactive without instantiating it. Hope this helps!