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Showing content with the highest reputation on 07/01/2018 in all areas

  1. 2 points

    Dancing in tracksuit pants

    Another demo with fabric animation. Just some dude who's doing some cool dance moves. https://punkoffice.com/tracksuit/
  2. 2 points
    The Leftover

    Real-time 3D flight display

    Last week, I discovered that real-time aircraft flight data is available through an open API. Two, in fact. Already having a city, I decided show overflights. I put in a five-minute delay to permit me to smooth the data but this is almost real-time. Video shows FedeX coming into SFO over San Francisco. This is not very zoomy but it feels signficant. I am not entirely sure what to do with it. http://www.brianbutton.com/babylon/MonoPlane.mp4 Airplane model was built out of cardboard, dowels, plywood and rubber bands. https://www.babylonjs-playground.com/#H3Z6J1#7
  3. 1 point

    Exported file transparency issue.

    no it doesn't works🙁 ok it works now I forgot use this code😂 : var mySuperMaterial = new BABYLON.StandardMaterial("haha", scene); myObj.material = mySuperMaterial; myObj.material.alpha = 0;
  4. 1 point
    I understand, I can perfectly work with that. Thank you Wingnut 😁 . And sorry for my delayed reply, some health issues left me out of the game
  5. 1 point
    If you do console.log(this) from a scene it should identify the classes, which will help.
  6. 1 point
    I haven't looked into that project before. There is also a basic sample of undo in the redux repo. I implemented my redux routing to be able to use something like this or redux dev tools (even docked): https://github.com/reduxjs/redux/tree/master/examples/todos-with-undo With your interior design app, you are faced with the same kind of issues that I have thought through. When you, for example, spin a couch 90° clockwise - when you undo that you really want a compensating action in BabylonJS. Same as a compensating entry in accounting. I like how Event Sourced systems are write only, but I don't think we can/need do that - we are allowed to forget the actions we have undone once we "do" another action, right? Combinations of translations and rotations are very order dependent!! What I ended up doing differently mainly was add complexity by maintaining the entire state using redux-saga and pushing some state into my objects (for serializing the scene for "save" functionality). You can save 3d levels you create and load them on another computer later. I'm adding and organizing objects in a scene, so we share a similar goal. I've spent more time rebuilding than adding features! Well, that was a bit of blabbering. I'm happy to work with you on building the sample out to a useful undo application - we may need to change from TODO to a more real world concept. Not sure if it will be useful as a reference application as there are lots of use cases. I'd like to have a more useful scenario project and GUI Slider for time travel as an end goal.
  7. 1 point
    if you read this you can understand all part
  8. 1 point

    What is wrong with Phaser3 performance?

    Seriously, uncheck the Screenshots box.
  9. 1 point
    The Leftover

    Text as polygon mesh

    Updates: More glyphs, including some non-English letters (e.g. ñ). https://www.babylonjs-playground.com/#PL752W#6 meshwriter.min.js size is below 100K. I will try to keep it there but we will see. In review, fonts are: ~ Helvetica: Default, efficient and most glyphs. Use this one ~ HirukoPro: 'cause I use it ~ Comic: just a couple letters right now ~ Jura: I like it for numbers
  10. 1 point

    Phaser 3 Load Json File 404

    It's not possible to say whether or not this is correct without corresponding webpack config file and your project's directory structure. The way webpack(-dev-server) works is that it reads your config and the packages all the relevant content into a directory (or maps URL paths to file paths in your dev tree). For a host of reasons (deployment size, security, etc) webpack won't package or expose the files that it doesn't know need to be included. It's very possible (likely) that what you're seeing is webpack not knowing that your login.json file needs to be bundled into deployment. A second issue that may crop up with webpack is that it understands JSON natively and will often bundle an imported JSON file as a processed object instead of making it available by HTTP request. In other words if you have import atlasImage from './assets/atlasImage.png' import atlasKey from './assets/atlasKey.json' ... this.load.atlas('loginAtlas', atlasImage, atlasKey) then webpack will interpret that as an instruction that it should make atlasImage.png available via HTTP request process the file atlasKey.json and store the result into the object atlasKey which is obviously not what you want because passing that to load.atlas an object instead of a URL. If I were you I'd probably start without worrying with webpack or use one of the existing boilerplate projects that combines es6, webpack, and other modern JS tools into a configuration that is known to work together, e.g., like https://github.com/nkholski/phaser3-es6-webpack. If just using a prepackaged project to get started doesn't taste good I'd say step back for thinking of this as "my phaser code is bad" and more like "I should work through a webpack tutorial" tl;dr: I don't think your problem is the code based on what you've posted It's not really possible to tell without digging into your webpack config / project structure Honestly don't fight webpack right now unless you want to learn something else at the same time and use https://github.com/nkholski/phaser3-es6-webpack or similar good luck!
  11. 1 point
    Aww heck... let's code-up the spinRight() and spinLeft() animation funcs. https://www.babylonjs-playground.com/#HH1U5#80 Ok, now I'm on vacation. 🌲 I got a bunch of new maps for MudRunner... and I'm SO addicted to that game (simulator). I was addicted to Tonka trucks and mud... as a child, too. Vrroooom!
  12. 1 point
    This is why: this.sprite.x -= SPEED;The collisions only fire if the sprite.body has velocity, which it does not have when you move the sprites in this manner. Your options are to change that to use the physics system: this.sprite.body.velocity.x = SPEED;or to check for overlap instead of collide: //game.physics.collide(player, enemy, collisionHandler, null, this); game.physics.overlap(player, enemy, collisionHandler, null, this);game.physics.collide does the if statement for you. Calling that checks for collisions - not causes collisions - and calls the callback when it detects a collision. To put it in Gentleman British, it is doing this: Say, Game, old chap, if it is not too much bother, could you get that Physics fellow to check if those pesky objects Sprite1 and Sprite2 are colliding, and if they are, call this function here? (I had chocolate for breakfast, can you tell..? )