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Showing content with the highest reputation on 04/06/2018 in all areas

  1. 2 points
    Hello! Recently we released the last major version of Phaser Editor, with a lot of new stuff, like Tilemaps and Bitmap Text, but what is more exciting is the new licensing model: Freemium! So now the editor is accessible to everybody for an unlimited period of time. The free edition contains all the features, just the number of certain assets are limited (scenes: 15, tilemaps: 5, texture maps: 3), however, we think that lot of projects fit inside that bounds. We are convinced that the best for all is a model where everybody can use the editor and provide a valuable feedback, that is essential to build a better product. Take a look at the complete release notes EDITED: Recommended this introductory video from GameFromScatch: Kind Regards Arian P.S. By the way, the development of Phaser Editor v2 just started, this version is all about to support Phaser v3.
  2. 1 point
    Dear community, A few changes were recently made to the forum. We have a new and improved layout to work with, and some new sections for organization. The forum is now divided to four sub-sections: Demos and Projects is used to showcase your work. If it is either a nice playground or a whole website you have created with Babylon.js, we want to see it! Please share a link, a screenshot, or anything project related. Questions & Answers is used to ask questions about the framework's features, and about subjects you don't quite understand. Don't know how to use CSG? Don't understand what a physics body impostor is? this is the place for you. It is built in a "stack overflow" style - questions have their answers, which can be upvoted or downvoted. Please don't forget: Show us what you did so far. We are all very happy to help (always), but we won't do your homework for you. Start a playground, share a link! A functional demo (with a question at the end) will give everyone the chance to understand what you mean. If you share an external link, have the bablylon.max.js version available on the server. Otherwise it is impossible to debug. If this is not possible - share some code. Unless it is a philosophical question about the life, Babylon.js and everything, code is the right way to go. Try searching the forum before submitting a question. Chances are, this question was already asked by a different user and was already answers. Pro tip - the forum's search (thou revamped) misses topics from time to time. Try searching using google/bing/duckduckgo/altavista, adding "babylon.js" before your question. If you have your question answered, mark it as answered. This will surely help other people in the future! Bugs is used to report bugs in the framework. If you tried doing something and it doesn't work correctly, it is a bug. Please don't forget: Unlike questions and answers - a demo is a must! I can't think of a way you found a bug without actually writing code. Same as in Q&A - If you share an external link, have the bablylon.max.js version available on the server to help us debug the error.. This is an open source project. We never say no to contributions. Found a bug? Have some time? Look at the source and see where we might be wrong. Try the current stable and the preview version before submitting - maybe it was already fixed! Announcements will be used by the framework's moderators to notify about news regarding Babylon.js. New versions, a new CDN server, a Babylon.js conference, those kind of things. Apart from that, there is still the main page which will be used for general discussions. The main page also hosts old topics from the old forum's layout. This is the place to ask about the members' programming experience, talk about tutorials, share a nice link you found about the framework. Whatever doesn't fit into the other sub categories. This is also the place to ask about integration with other frameworks or other technologies. Some general Guidelines: Be nice! Don't expect anyone to help you just because you have a problem. Don't forget - this is an open source framework. We are all working on it on our spare time. Please try being clear! We are all international users, English is not always out mother tongue. We do understand that! Liked a post? Press the like button! It will only make the other side feel proud. It is also a way for you to bookmark answers you liked. If you have any personal questions, contact one of the forum moderators. Anything else belong in the forum for everyone to learn from! Don't be afraid to make mistakes or to post questions you feel are silly. They are sometimes the most important ones! That's about it! Happy writing
  3. 1 point
    Pryme8

    Geometry Shader Example

    I kinda lightly looked for it, but I could only see people talking about how it was not supported but that was when we did not have 2.0 support. Are there any examples of a Geometry Shader anyone has done in BJS. Something with EmitVertex() or what ever its called.
  4. 1 point
    PsichiX

    Geometry Shader Example

    GS are not part of webgl 2. and will not be. maybe in webgl 3. maybe.
  5. 1 point
    Deltakosh

    Objects load mirrored

    The file is upside down (for some reasons) For instance the standford bunny works well with the sandbox: https://github.com/BabylonJS/Babylon.js/blob/master/Playground/scenes/StanfordBunny.obj I've just pushed an update for you though: you can now set BABYLON.OBJFileLoader.INVERT_Y = true
  6. 1 point
    Owlzy

    PIXI v5 and 3D

    apologies, think I just needed a good nights sleep, I was being super dumb and missed out a whole load of steps! hello cube
  7. 1 point
    Matrix operations and vertex buffer size. Vanilla pixi (AFFINE) has 3x2 matrices, 2d projection is 3x3. Just a bit more matrix operations. It will be even bigger for full 3D elements, they'll have 4x4 matrices. Now you know why we dont add 3d elements in vanilla, and why did i introduced 2D instead of going full 3D.
  8. 1 point
    aWeirdo

    Working with huge models (300-700mb)

    Afraid not, hopefully someone with more experience on the area will come along soon I don't suppose you have a live sample?
  9. 1 point
    bruno_

    first game "the shape of color"

    That's a good game. Fun to play.
  10. 1 point
    JohnK

    Merging polygons with dynamic textures

    The following playgrounds are an attempt to produce a lot of labels with different text on with a fast fps. To do this I used the solid particle system for #1 and #2 using a dynamicTexture and for #3 an external image. In both #1 and #2 I created a dynamic texture and used a loop to fill it with numbers, each number being in a cell of the same size. I then created a plane in proportion to the cell size, built an SPS where each particle is a copy of this plane. By adjusting the particle uvs by mapping the index of the particle to its position on the dynamicTexture I created labels for each number. PG #1 show these particles arranged in order. PG #2 shows that you can position each label (particle) as you want. However increasing the numbers by using even 30 * 30 seemed to slow down the production of the dynamicTexture too much. So using Excel I created an image of 44 * 44 numbers (obtaining its width and height from checking the image properties) and used this to create an SPS of 1916 labels in PG #3. You can see that the fps is quite good. Because of the quick way I obtained the image I was not able to use one with a transparent background but this should be possible. Hope that this technique can be used to produce what you need. https://www.babylonjs-playground.com/#6WSFI8#1 https://www.babylonjs-playground.com/#6WSFI8#2 https://www.babylonjs-playground.com/#6WSFI8#3
  11. 1 point
    mehmetegemen

    first game "the shape of color"

    It is a fun game but needs sound. I think "the shape of color" is not a good name. Wish you best for your next project!
  12. 1 point
    nkholski

    Nintendo Switch

    I asked Nintendo and got this reply: "HTML5/JavaScript development is not supported on the Switch, and we have no plans to support it in the future. We apologize for the inconvenience." Perhaps if Nintendo is approached by high-quality HTML5-games they would consider supporting it, but I think it's hard to convince them with empty hands.