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Showing content with the highest reputation on 03/27/2018 in all areas

  1. 6 points
    The default pipeline has been updated to add Depth of field, Grain, Chromatic aberration and MSAA post processing. The existing bloom effect has also been updated to only bloom the bright highlights instead of blurring the entire image. See the updated demo and docs. Please let me know if you have any feedback. Thanks!
  2. 2 points
    In this thread @jps0611 posted rather than further hijacking the thread I'll post some thoughts here. First thought was of 2D particles but to cheat a bit and just put the same image on each triangular facet. To do this make the uvs for each triangular facet the same and map an equilateral section from an image containing a dot https://www.babylonjs-playground.com/#708IX4 Then extend this using an image with many dots https://www.babylonjs-playground.com/#708IX4#2 But this does not really answer the question, so onto putting solid particles at each vertex. Since for example a box is flat shaded it has repeated vertices and does not have many vertices so first you need to minimize the vertices to remove repeats and increase the number first. https://www.babylonjs-playground.com/#708IX4#3 And here's on distributing solid particles over The Cat. As the Cat has over 77000 vertices one particle per vertex locks up your computer, the PG is 1 vertex in 20. As the facets are not distributed uniformly neither are the particles. https://www.babylonjs-playground.com/#BAW2GG An now back to dot texture https://www.babylonjs-playground.com/#708IX4#4
  3. 1 point

    Boomerang Chang, now in HTML5

    Hello Guys, Just wanted to show you my first HTML5 game : Boomerang Chang (http://www.crazygames.com/game/boomerang-chang). There was already a Flash, an Android and an IOS version. But HTML5 is just fresh ! I also wrote an article about the process building the game with libgdx : https://www.crazygames.com/blog/2018/03/07/A-libgdx-journey-with-HTML5/ Cheers ! Michel
  4. 1 point
    We currently have a Flash website that run with a PHP and MySQL backend. We are looking for HTML5 developer to work on to convert the current Flash website to HTML5 with the PHP and MySQL backend. We do not mind what frameworks are used for the HTML5 as long as the website works on desktop, Laptop and tablet devices. Looking for programmer (freelancer only) with previous Flash HTML5 convertion experience. Will be working from home so must have somewhere they can work at home and be able to work independently. If your interested, please pm me and we can discuss the specifics and I can send URL from current Flash website
  5. 1 point
    Hi, I saw there are breaking changes in pivot point api, but could not find out what I need to update to use my previous code. This example show pivot update function that uses mesh size to set pivot based on -1 to 1 vector. Worked well for 3.1.1 but not in 3.2.beta3 If that expected result would be glad if I could get some info how to use it in 3.2. In example small box (child box of bigger one), should be bottom aligned and be just on top of big one. Latest version. Working stable version. Thank you.
  6. 1 point

    Panda 2 now supports Instant Games

    Instant Games plugin updated to version 1.3.0 Now includes PlayerPhoto class to make it easier to load, show, resize and mask profile photos: https://www.panda2.io/plugins/instantgames/docs Example usage can be found from the game template: https://www.panda2.io/templates
  7. 1 point

    Instant Games Question

    @greencoder Instant Games game template shows you example usage of leaderboards and profile photos: https://www.panda2.io/templates Where do you need Facebook login on Instant Game? You are already logged in to Facebook when playing Instant Games.
  8. 1 point

    Game template for Instant Games

    I just updated the game template to show current player's profile photo and also profile photo of the current leader in the leaderboard.
  9. 1 point

    Instant Games Question

    @enpu The biggest help needed will be on facebook login, profile display image, and leaderboards.
  10. 1 point
    See that, gang? Like Marshall Matt Dillon... from Gunsmoke. Marshall Delta Dillon. Asks the bug to surrender, first. Then, when the bug tries to resist, he guns it down... in 6/10ths of a second, and still has time to wink and wave to Miss Kitty! Gruesome. Thx DK! Smokin'!
  11. 1 point
    Hurray!! it's working again :))
  12. 1 point

    Fool the Frustum Culling

    Got it. https://www.babylonjs-playground.com/#3D3RPL#37 with this workaround: var _bb = new BABYLON.Mesh.CreateBox('tempBox', 1, scene); _bb.scaling = new BABYLON.Vector3(this.args.zoneSize.x, this.args.bladeHeight*2.0, this.args.zoneSize.y); _bb.position.y = (this.args.bladeHeight*2.0)*0.5; _bb.bakeCurrentTransformIntoVertices(); mesh._boundingInfo = _bb._boundingInfo; _bb.dispose();
  13. 1 point
    Caution with EU funding, Patreon etc - back to @Gio 's point - if we spend our time looking for money that's time spent not making money. @mazoku can you combine your gamedev passions and personal matter (privacy respected) to make something unique, compelling and of high social value? I doubt many other gamedevs will have been exposed to such insights (so the supply will be lower) while perhaps there may be good demand for the result? If a Business Plan is about solving a pain in a unique way you may have an advantage in that area?
  14. 1 point

    VR camera height

    Teleportation is working for me here: http://playground.babylonjs.com/#NPW39S#2 I will also verify this works on Vive tonight.
  15. 1 point
    Just removing the sprite won't stop scene from calling laser's update function (it keeps checking for more collisions). You can use removeObject to do that: https://www.panda2.io/examples#scene-removeObject Also as said above, removing elements from array while in for loop should be done in reverse. Otherwise you might skip some elements in the array. Also your Timer also just removes the sprite. I would add custom remove function to both Laser and Enemy (or whatever you have named it) classes to keep everything clean: game.createClass('Laser', { init: function() { this.sprite = new game.Sprite('spinvader.png'); this.sprite.position.set(game.scene.playerShip.sprite.x, game.scene.playerShip.sprite.y); this.sprite.anchorCenter(); this.sprite.scale.set(0.5); this.sprite.rotation = game.scene.playerShip.sprite.rotation; this.sprite.addTo(game.scene.mg); game.Timer.add(10000, this.remove.bind(this)); }, remove: function() { this.sprite.remove(); game.scene.removeObject(this); }, update: function() { this.sprite.position.x += game.scene.laserSpeed * Math.cos(this.sprite.rotation - (0.5 * Math.PI)) * game.delta; this.sprite.position.y += game.scene.laserSpeed * Math.sin(this.sprite.rotation - (0.5 * Math.PI)) * game.delta; // Reverse for loop for (var i = game.scene.spinvaders.length - 1; i >= 0; i--) { var enemy = game.scene.spinvaders[i]; var distance = this.sprite.position.distance(enemy.sprite.position); if (distance < 64 + 128) { enemy.remove(); this.remove(); } } } }); game.createClass('Enemy', { remove: function() { game.Tween.stopTweensForObject(this.sprite); game.scene.spinvaders.erase(this); this.sprite.remove(); } });
  16. 1 point
    I just found it amusing that the original post was asking what to use instead of Signals in v3 (the answer is, of course, Events), and then gave an example of something a Signal couldn't ever do anyway. The biggest issue is that web devs lead almost exclusively asynchronous development lives. The overwhelming majority of your code and practices are honed around this, and there are so many libs out there to help with it. Which makes perfect sense, it's how the web itself works after all. Look at Promises, created specifically as a proxy to an as-yet-unknown value. A very common occurrence in web apps. In a game, this is almost never the case though. Very rarely do you ever have to wait for the value, it is nearly always calculated instantly (or should be) or available elsewhere in memory. So introducing an artificial async jump into this value fetch is a really backward step. It's the same with data streams too. Unless you are genuinely fetching remote data all you've actually managed to do is add overhead to a situation that didn't need it. The absolute shortest possible path for your data is the best. Retrieved in the fewest jumps possible, with minimal or no branching, invocations or creation of un-necessary objects (which includes anonymous functions, those wonderful little bundles of gc bait). This goes against everything that is standard for a web app. But you're not building a web app.
  17. 1 point
    Having a 'for' loop while removing elements seems dodgy... Try iterating in reverse.
  18. 1 point
    standard procedure (framework agnostic): create class for Player logic that have methods for subscription and unsubscription into game events and methods for changing player state. in every scene you create player instance, attach sprite to it and subscribe to events, and on exit from scene unsubscribe from events and dispose its resources.
  19. 1 point
    A simple demo displaying the power of the ParticleSystem by creating a low-hanging fog. https://www.babylonjs-playground.com/#BHNVUE#1 Thanks to @Wingnut for finding the PG used as base for this demo. Have a nice saturday
  20. 1 point

    LF Twitter game dev friends 💕

    I find twitter invaluable for keeping up with new techniques and new libraries/modules. This is for general web dev though rather than game dev specific, mainly as I don't know who are web game dev thought leaders.
  21. 1 point
    @rothers I haven't found any of those issues, cross platform worked fine and I did some (very basic) performance load tests and found it was fine (as it is just Chromium I'm surprised you've found different). I didn't really get too far with a project though, so likely I just didn't go far enough so I'll definitely look out for those issues in the future, thanks. There are an awful lot of Electron apps out there though, a few of which I use every day without too much issue (these don't really push rendering perf or animations too much though).
  22. 1 point
    WOOT! this is genius! Do you want me to add it to the features demo of the website?
  23. 1 point
    @Wingnut I appreciate the kind words I liked your idea, genious.. so i gave it a go, without clusters through. https://www.babylonjs-playground.com/#KBI6QI#1
  24. 1 point
    BEAUTIFUL! I need to bookmark that a few hundred times. Nice use of a wide and flat emitBox, and low update speeds. I HAD TO see it on a heightMap. https://www.babylonjs-playground.com/#1DZUBR#30 Yep... lookin' good (a bit like flying above the clouds in an airplane) Your demo might be the best low-fog I've seen so far. With a "rolling hills" heightMap, it would do a nice "pool in the valleys" effect, even though there's no particle pooling/swarming forces in-use. COOL! Thx, aW! A guy COULD... umm... get aweird. https://www.babylonjs-playground.com/#1CMD3G#18 Quick tour... line 139 installs a "custom start-position function" on the particleSystem. The custom particle-starting-position-func... is at line 44. It simply changes the emit location to a new vector3... every time a particle is born/recycled. It could be 3 lines of code, but instead, I chose to use 50 lines. What if someone gathered an array of all vector3 heightMap positionKind which had a Y-value LOWER THAN fog-top? (do it early, when scene initializes) Then, in the fast-running custom start-poz func, use those "valley vectors" as the emitters for the fog-particles. Generate fog ONLY in the valleys, and emitted from the heightMap's (lower-) positionKind data (the valley vectors). In simpler words, gather the locations of the valleys, and only use THOSE AREAS as particle-emit locations. hmm. And then, what if... you generate MORE particles for REAL LOW valley-vectors, and less particles... in NOT-SO-LOW valley vectors. WOW! Smart-fog! Aweirdo's Fog-Enhanced HeightMaps, INC. "For ALL of your self-fogging-terrain needs!"
  25. 1 point

    Phaser & SVG Files

    Just my two cents, It would be great if there was some type of on the fly svg to canvas converter that would run after the game determined the display resolution of the device. It would reduce the need for graphic assets of different dimensions to support low end and HD displays. It should also reduce overall game size and improve network downloads. Optionally, it could allow for players to mod svg attributes prior to game play such as color, size, etc. Some links I came across regarding potential advantages: http://www.html5rocks.com/en/tutorials/svg/mobile_fundamentals/ http://stackoverflow.com/questions/3768565/drawing-a-svg-file-on-a-html5-canvas http://stackoverflow.com/questions/5495952/draw-svg-on-html5-canvas-with-support-for-font-element and using the older canvg: http://getcontext.net/read/svg-sprites-in-canvas and update without canvg: http://getcontext.net/read/svg-images-on-a-html5-canvas Some really cool ideas out there!