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Showing content with the highest reputation on 01/17/2019 in all areas

  1. 1 point

    Creating desktop app with Panda 2

    Check out this small tutorial on how to create desktop apps with Panda 2 using Electron. You can develop your game on Panda 2 and see it running as a desktop app at the same time, all changes taking effect instantly on both as you save. You can also easily turn your existing project into a desktop app.
  2. 1 point

    Zombie Strike

    This looks well-polished, good work. It's been a year since it has been developed. How's this game going?
  3. 1 point
    Welcome to the forum!. deltaTime is available on the engine: http://doc.babylonjs.com/api/classes/babylon.engine#getdeltatime http://doc.babylonjs.com/api/classes/babylon.scene#getengine scene.getEngine().getDeltaTime() I've never needed to go to this level for animations. Can you share your animation code as a playground? I have multiple smooth animations running simultaneously without any low level coding, but not sure what you are animating.
  4. 1 point
    HI DR! Yeah, the universal cam, and the arcRotate cam... utilize their targets differently, don't they? A possible good first step... might be... when you switch to arcRotate cam, un-parent all cams (if any are parented), and then parent the universal cam to the arcRotate cam. And when you switch to universal cam, un-parent all cams, and then set arcRotateCam.parent = universalCam. You may need to do arcCam.position = universalCam.position (or opposite) just AFTER un-parenting all cams, and before doing a "fresh" parenting action. Not sure. This MIGHT keep the cam positions the same, no matter which is being used. BUT, this will not set the target in the same direction... for both cams. You are wishing for a "seamless" (un-noticeable) change... when switching-to EITHER type of cam, yes? Not an easy challenge, but interesting. I have never tried this, and I will give this some thought. Setting the arcRotate target DISTANCE-FROM-CAM (the camera's radius)... after switching to arcRotateCam... might be a difficult thing. There IS a possibility... to modify a universal camera to make it ACT like an arcRotateCam. That way, you never really switch cams. Instead, you turn ON/OFF the "universalCamActsLikeAnArcRotateCam" -mode. This idea might not be easy to do. Perhaps other forum people will have ideas and tests, too. Stay tuned.
  5. 1 point

    Lamps on Babylon / Open Contest!

    Thank you for your kind words! I claim no credit for any of it though, if it was not for the amazing tools this community put together that would of been a huge headache... The real shout out goes to people who contributed to the library and the documentation. I ❤️ BJS!
  6. 1 point

    Lamps on Babylon / Open Contest!

    ❤️ love it, I was gonna get there eventually thanks for handling that for me. Now to darken the shade where elements would obfuscate the light and we are working with something ^_^.
  7. 1 point

    Lamps on Babylon / Open Contest!

    https://www.babylonjs-playground.com/#MU17PR#32 Why does setting: glass.linkRefractionWithTransparency = true; Make the insides invisible, but allow the glow layer to work while: glass.linkRefractionWithTransparency = false; makes the inside visible, but makes the glow layer stop working? **UPDATE** https://www.babylonjs-playground.com/#MU17PR#36 Adding fixtures.
  8. 1 point

    Lamps on Babylon / Open Contest!

    That's very impressive! Thanks for sharing all these links.
  9. 1 point

    Lamps on Babylon / Open Contest!

    Hiya R. Did you do a forum search for 'lamp'? Probably should/could. Anyway, here's one that Hersir and I did, once upon a time. https://www.babylonjs-playground.com/#1GUOCF#9 More streetlight than lamp, sorry. And, it's faked... of course. You might discover... that just a bright color and some highLight layer or glowLayer on the shade itself... will give you a nice effect. Our BJS omni-lightbulbs blast right thru all mesh that are not shadowing items... so... you MIGHT even find-out that putting the shade into the light's .excludedMeshes is wise. Then just use a bright color on the shade... and some glow/highlight. Maybe don't even bother trying to light the shade itself... with the light inside. Anyway, you have something to play-with, now. Put a tube in place of the sphere... see what happens, eh? Others will surely comment, soon, too. LAMP CONTEST!!! Fun! Real-acting shade would be like wax paper. Photonic opacity. Can't see thru it, but light it brightly enough from behind, and some photons will pass-thru. A serious challenge, likely. Might have to fake THAT, too. The REAL fun comes when you put the dimmer on the light bulb. As the light.intensity gets brighter and dimmer, you change the color of the shade material, and adjust the amount of glow on the shade mesh. Wow! Put a flower pattern on the shade using emissiveTexture and "wash it out" using emissiveTexture.level. SuperWOW. So the dimmer would change light.intensity, shade material diffuseColor, shade material emissiveTexture.level, and glowLayer/highightLayer thickness around the shade edges... at the same time. Holy cow. Super-Lamp! :)
  10. 1 point

    How to draw gradient color

    I am doing it by canvas, may be there is a better solution var canvas = document.createElement('canvas'); canvas.width = 200; canvas.height = 60; var ctx = canvas.getContext('2d'); var gradient = ctx.createLinearGradient(0, 0, 0, 50); gradient.addColorStop(0, "#D3872A"); gradient.addColorStop(1, "#CFB732"); ctx.fillStyle = gradient; var sprite = new PIXI.Sprite(PIXI.Texture.fromCanvas(canvas)); sprite.x = 341; sprite.y = 5; this.addChild(sprite);