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Showing content with the highest reputation on 03/13/2018 in all areas

  1. 1 point
    ozRocker

    Virtual fashion show

    Here's a demo of a virtual fashion show that I put together. There's armature animation and morph targets (vertex and texture morphing) in this one. It should work on desktop and mobile devices. http://punkoffice.com/vfashion/
  2. 1 point
    Deltakosh

    Animation weights

    Hey team! @MackeyK24 asked for it with so much energy that I spent my entire week end working on a new feature: the animation weights support To learn more about it, please read the doc here: http://doc.babylonjs.com/babylon101/animations#animation-weights A demo can be found here: https://www.babylonjs-playground.com/#IQN716#3 As always, any feedback is welcome! Note: I could have added a third animation to the demo (a run animation) but the model animation for run is a bit bad (it looked like the model was flying). If you have a better model, feel free to let me know
  3. 1 point
    tristan101

    html 5 game website

    hi my name is Tristan young thinking about making an html5 muiltplayer web when you can put your own games for free or paid I am looking for game devs too join in so pm me or add me to discord Tristan#7516
  4. 1 point
    ranagraw

    Eye-level in DefaultVRExperience

    @RaananW thanks, everything works as expected!
  5. 1 point
    RaananW

    Touch: offset to the lower right.

    this is usually happening due to the hardware scaling factor. It can be this - https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio, but you should first try using the hardware scaling level babylon is setting (engine.getHardwareScalingLevel() ) if you want to reproduce this on the playground we will be able to help a bit more
  6. 1 point
    vamos

    The hottest one is coming to town

    I think you have a good idea there, but maybe you'll need to work a bit more on its presentation. Also your claim that these things cannot be done with other 2d engines is just not true. Just the other day I was reading this blog by the Wade guys that explained how to make this exact same normal mapping thing with their engine: A dynamic lighting shader for your 2D sprites I copied their implementation and had it up and running in my own framework in about half an hour. So it's cool but not unique. Like b10b said above, if you want people to use your engine you may want to explain a bit better why they would want to switch from their current pipeline to yours. The concept is good, it sounds like you have some good ideas so I'd like to check it out when you have some nice tech demos - but those need to show something interesting and unique like the blog I linked above or kevs3d etc
  7. 1 point
    Wingnut

    Virtual fashion show

    I smell blatant advertising. Can you find something less "buy this, buy that" for your BJS website icon? My goodness. But, I see that you're not the only one. The XBOX Avatars icon is also an ad. Any chance that the user could wait until they arrive at the target/remote site.... before the product-peddling starts? It would be nice to keep the BJS website.... ad-free. Just my opinion and preference. Commune-ity !== Incorporated.
  8. 1 point
    Exca

    Stop TilingSprite at specific position

    I made an example of the method given above: http://pixijs.io/examples/#/demos/slots-demo.js
  9. 1 point
    enpu

    [Panda 2] Diamond Dasher

    Diamond Dasher is now available on Facebook Instant Games! Find it on your Messenger or use this link: http://m.me/diamonddashergame?game=diamonddasher
  10. 1 point
    samme

    Brunch with Phaser 3 (starter project)

    I split these into separate skeletons so you can use brunch new with any of them (no cloning required): brunch-phaser-coffee brunch-phaser-es6 brunch-phaser-typescript
  11. 1 point
    The small difference between 11 and 2 is because getWorldMatrix is low in the Call tree based on this call tree, you should probably consider using instances or reducing the number of different materials to get more FPS
  12. 1 point
    Quote from documentation of http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon Once produced you can rotate and position as you wish.
  13. 1 point
    Deltakosh

    Contact hardening shadows

    Not me but @Sebavan He is even working on a doc
  14. 1 point
    As I mentioned offline, you cannot call createInstance on a clone unless you first call clone.makeGeometryUnique() https://www.babylonjs-playground.com/indexstable#QE7KM#132 @RaananW will make sure to document this limitation
  15. 1 point
    Deltakosh

    gltf animation skipping

    I'll update the PG in a couple of hours
  16. 1 point
    jamespierce

    Blob'n Pop - Funny Casual Game

    That is very unfortunate, I forgot to test the Tutorial when I uploaded the last update But it is fixed now! Was a really dumb and little thing. I was in a restaurant with friends and wanted to show them the game... and it didn't work *facepalm*... and then I saw your message notification on my phone's Email. Thanks a ton for pointing it out! I wish I could have fixed it the second I saw it and shorten the span of embarrassment.
  17. 1 point
    BitOfGold

    heightmap and physics problem

    This loads my little racetrack. SPACE starts the heightfield debug (Take caution it can freeze the browser for a minute) https://www.babylonjs-playground.com/#131CZC#34 As you see from the image, the cannon heightfield is not usable, it has bumps and objects fall over.
  18. 1 point
    b10b

    The hottest one is coming to town

    @PsichiX I could spend an hour replicating some colorful circles moving on a brick wall using additive for the lights and an alpha for the relief based on angle of lights (all using canvas). But I'd rather spend my time more wisely because nobody else cares and I think you might be missing my well-intentioned point? Your opening post failed to communicate anything of substance. Your subsequent demo failed to demonstrate the use case of why such lighting may be significant. Features are only "cool" if potential adopters can identify with the problems they solve.
  19. 1 point
    PixelPicoSean

    upgrade phaser version

    https://github.com/photonstorm/phaser-ce
  20. 1 point
    I'm interested, but I have to make it at least one time, with one character successfully before writing a doc about it But I try to document the process with pictures.
  21. 1 point
    Join Pixi Retina Club.
  22. 1 point
    Hey! 1. It depends on your computer. Having 100 meshes could be a lot as every mesh needs to compute world matrix and check frustum clipping. You can try to use F12 profiler to understand where the CPU is mostly used 2. This is a stupid bug. I'll make sure to fix it for the next commit 3. When the scene is frozen, the entire evaluation loop is skipped, this means that: - Intersections are no more computed: https://github.com/BabylonJS/Babylon.js/blob/master/src/babylon.scene.ts#L3318 - Particles are not processed: https://github.com/BabylonJS/Babylon.js/blob/master/src/babylon.scene.ts#L3347 Decals should work though. In you case it will be better to use mesh.freeze() and mesh.alwaysSelectAsActiveMesh = true to only skip world matrix computation and frustum culling
  23. 1 point
    RaananW

    Eye-level in DefaultVRExperience

    Hi @Ranveer, welcome to the forum. To your 2nd question - 1 unit in BabylonJS is meters when using (Web)VR. The size of your models depend of course on your definition of a unit. To the first question - as the windows mixed reality devices don't have height from ground, you need to define the default height. It is done in the webVR Options when initializing the webvr camera (https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/VR/babylon.webVRCamera.ts#L199) . If you are using the VR Experience helper you can define it in the webvr options in the constructor as well (https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/VR/babylon.vrExperienceHelper.ts#L514)
  24. 1 point
    Thanks a million for your post, Dirk. I managed to get it working too :-) If anyone is interested, here is a working version for the current PixiJS 4.6.2:
  25. 1 point
    Hi all, Some weeks ago i needed to make a large tiled ground, i tried the build-in createTiledGround, but at "just" 50 x 50 tiles (2500), it starts to struggle a bit, even on a rather high-end PC. http://www.babylonjs-playground.com/#1XBLWB#168 So using the SPS and a spritesheet, i created my own; It takes a second to load, but at 500 x 500 tiles, (yes, 250.000) it runs smoothly and with 59 / 60 fps on the same PC. tile indexing example, 5x5 (25) tiles; Cols_> 0 1 2 3 4 Rows_V 4 20 21 22 23 24 3 15 16 17 18 19 2 10 11 12 13 14 1 05 06 07 08 09 0 00 01 02 03 04 other important stuff should be commented in the PG. (50 x 50) http://www.babylonjs-playground.com/#1ALQPZ#4 (500 x 500) http://www.babylonjs-playground.com/#1ALQPZ#5 Feel free to use it Cheers.