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Showing content with the highest reputation since 10/14/2018 in Posts

  1. 5 points
    Arte

    Parametric cabinet

    Hi Babylon Community, I decided to make a side project https://3d-visual-solution.com, this is a small part from Parametric Cabinet project. As I still working on Parametric cabinet project (transferring all code to NullEngine). Some projects made using Parametric cabinet. Your opinion is important to me . Comments and suggestions are welcome.
  2. 4 points
    Hello. I'm working on a fighter game, and while it's not finished yet, you can enjoy it ahead of time via video, which is open source, and I'll post its github address when I finish the first phase. //On October 8, github address:https://github.com/renjianfeng/flightSimulator github.io:https://renjianfeng.github.io/flightSimulator/released/index.html update:On October 21, new video:
  3. 4 points
    Also @Shahzaib 3d Customizer can I gently remind you that members come to the forum as and when they are available and answer questions in their own time frame. While this is one of the most responsive and helpful of all forums and people are only too happy to help I would get annoyed if some one was pinging me even a couple of times an hour so on behalf of NasimiAsl and others who might reply to you a little patience goes a long way 🙂
  4. 4 points
    Hi again using the principle that it is better to teach someone to fish than catch the fish for them😊 - if you go to the API in the docs, scroll down to videoDome an open it then look through the properties and methods you will come across setEnabled So you ask yourself can I use this, how do I try it out? You go to the docs and search for videoDome which brings you to the how to do 360 video page. On this page there is a playground example. Next quetion is how do I reset dome.setEnabled if I set it to false? Use a clickable button, Next check out the GUI page of the docs and read about events Here is a button click playground example. Paste this example into the videoDome example and reset the onclick function to reset thee dome.setEnabled to true and see what happens. The result https://www.babylonjs-playground.com/#SQ5UC1#14 shows it is possible to load the video and show later. Now all that is needed is to adapt this to the animation context.
  5. 4 points
    NasimiAsl

    Better way to create pyramid trunk

    https://www.babylonjs-playground.com/#QPTGM2 https://www.babylonjs-playground.com/#QPTGM2#1 that is flat level of sides if you interested i can make rounded sides too ping @Dieterich
  6. 4 points
    JohnK

    Looking for some help with optimizing.

    Some alternatives Using Babylon.js clones rather than creating new copies https://playground.babylonjs.com/#9G5I9U#1 Using instances https://playground.babylonjs.com/#9G5I9U#2 using SPS https://playground.babylonjs.com/#9G5I9U#3
  7. 4 points
    aWeirdo

    loading screen with a video

    Here's one in HTML that just makes a black background container and a video element. https://playground.babylonjs.com/#GC1S7W#1 (You may need to click run before the video works, issue with video elements need interaction.) side-note: PG with timeout( for extra video time ) will bug when clicking run again before the timeout finishes (and video is hidden).
  8. 4 points
    ssaket

    Pixel perfection

    Hey ! Welcome to the forum Try this - http://jsfiddle.net/zmatocef/ and here's the PG- https://playground.babylonjs.com/#M9XT7F#3 as you can see, if you use diag, the FOV for 0px offset still leaves some area(coz of sq root) which is because of the fact (basic maths) let's say you render size was 500*500; diag = Math.sqrt(500*500 + 500*500) => 500 * Math.sqrt(2); because of this (sqr 2)1.41 there's some region left in the view area. (same case happen with Three.js; you can try yourself! ) This is how the formula is derived -> tan(x) = height/ base. Now for FOV ( we have to find 2tan(x)) In our case tan(x) = (renderHeight/2)/ (distance) ; //(distance btw camera and mesh; because camera is in middle) now x = tan-1(renderHeight/ 2* distance); and FOV = 2x; if you use diagonal; you can't get accurate result (x in this case)
  9. 4 points
    jerome

    Dynamic Terrain

    Little uncomplete demo of a bat flight simulator in a cave : http://jerome.bousquie.fr/BJS/test/cave.html 2 dynamic terrains, one inverted
  10. 3 points
    http://www.babylonjs-playground.com/#8E7IHP#20
  11. 3 points
    Log: 1. Press "E" to release the interference bullet. 2. Add sound 3. Added impact detection and voice alarm 4. Optimized the halo effect 5. Long press the space bar to switch to a free perspective.
  12. 3 points
    Hi @JZ7878 and welcome to the forum from me. The issue is the use of double sides for the ribbons. To ensure the normal directions for the sides are correct (ie point away from solid) to produce the 'solid looking' mesh you need to swap the order of some of your arrays. I have done this by using the reverse function but you could change the appropriate arrays by hand. The 'direction' of the ribbon will also affect how CSG works. So here is a cube made up of single sided ribbons in correct direction http://playground.babylonjs.com/#J4H6RF#3 You can also remove the backface culling lines. I stuck to using a standard box as it was easier to experiment with just one 'ribbon cube'. You can try the same approach with a 'ribbon hole maker' making sure normals will be correct.
  13. 3 points
    Hi PPB, welcome to the forum. Thanks for the report and playground! Interesting! I have no solution, yet. Just begun work. Newer test playground... https://playground.babylonjs.com/#6UZ7BJ#2 Problem is OimoJS only, I think. Swap lines 8/9 to switch-to CannonJS. I think we better ping physics genius @RaananW to ask for assistance. Meantime, Wingnut grabs his Sherlock Holmes pipe, hat, and magnifying glass, and begins his investigation (likely fruitlessly). Extra issue: I see (overly?-) large differences in restitution (bounce amounts)... between Oimo and Cannon. hmm. Still testing/learning. Stay tuned, ponpon! More comments coming. update: PG #4 - In lines 28-32, I raise the root! (ar ar) (raised a little per frame) Things act weird. Adjust values in line 30... to vary the weirdness. PG #5 is even MORE weird, as I lower the root.
  14. 3 points
    Elfpainter

    Pixi.js Showcase

    Hi, I'm web comic creator at Korea. I'm testing to make motion comic with pixi.js and spine2d and jquery.etc. this page is my tests. -only anmation cuts. http://labica.synology.me/pixi/pixi01.html - Scroll and Animation http://labica.synology.me/pixi/pixi02.html -Sync with scroll http://labica.synology.me/pixi/pixi03.html I love pixi. It's great!.
  15. 3 points
    I think that's what you were looking for .. you can update the 'visibility' in sphere example. http://www.babylonjs-playground.com/#PY2MKZ#5
  16. 3 points
    Hi there, please go through the official documentation, it covers all your questions (https://doc.babylonjs.com/how_to/parametric_shapes) TL;DR For Non Regular Polygon/ Extruded Non Regular Polygon -> the path should be in x0z plane. and you can use extrude shapes in both z and y direction (ref - https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes) Hope this helps, happy learning
  17. 3 points
    hi i am on it https://www.babylonjs-playground.com/#BVG26D#9 you most read about events here https://doc.babylonjs.com/babylon101/first sorry about ugly coding i just try find a solution i work fix this problem (slowly)
  18. 3 points
    ssaket

    PC Port

    @RavZkie not sure if this is helpful, but feel free to check https://github.com/ssaket/babylonjs-electron-starter It has both loader and material external libs pre-installed.
  19. 3 points
    Sebavan

    Better way to create pyramid trunk

    @Dieterich actually side orientation is about triangle order not culling 🙂 as @JohnK mentioned you need to rely on backfaceCulling here. DoubleSide is mainly use during mesh creation and will duplicate the triangles to be visible from both sides.
  20. 3 points
    Deltakosh

    PC Port

    Hello, yes you can:) YOu can embed it into an electron App or use as a PWA to reach Windows Store. This game for instance is using Electron to reach the Steam store: https://store.steampowered.com/app/842490/BOXiGON/
  21. 3 points
    Your water does not need as much subdivision. your water is flat, a subdivision of 4 is sufficient.
  22. 3 points
    hi @Shahzaib 3d Customizer welcome to forum http://www.babylonjs-playground.com/#SVY749
  23. 3 points
    Hi Babylon.js community, It is my pleasure to announce BabylonCpp, a port of Babylon.js to C++, facilitating the creation of lightweight, cross-platform 3D games and applications with native performance. This port is a manual translation from the thousands and thousands of lines of Babylon.js TypeScript code into C/C++. Some history In 2015, I was looking for an interesting pet project. Due to my interest in 3D and modern C++, I stumbled upon Babylon 3D (C#/native port). I used this project as a starting point for mine and started updating the code with the latest code of Babylon.js. In beginning of 2017 - after a long time of porting, frustration and testing - I decided to publish the code on GitHub. Since then I kept updating the code and adding examples on daily basis. The Good TypeScript makes it really easy to port to C/C++ compared to JavaScript. For most parts, it is basically copying the code, updating to the proper syntax and updating the header. To get a good overview of the current state of the project I refer to the screenshots on the samples page. Not really a surprise, but if you look at the samples code you will see that the API looks very similar to the one of Babylon.js. Not all functionality is supported yet, but this a work in progress. I am really pleased with the performance of Babylon.js and the speedup of BabylonCpp. I am aware that I am comparing apples and oranges but I can give you some numbers. On my Intel NUC NUC7i5BNHX1 (Intel Iris Plus Graphics 640 GPU) I am getting the following numbers for the relatively simple Grid material example for a resolution 1680x1050 on Fedora 28: Babylon.js engine (v3.3.0-rc.3), Firefox 62.0: +/- 15% fluctuating CPU load, 270 MB RAM usage, fluctuating fps between 45-60 fps BabylonCpp (library size is 7.6 MB): constant 2% CPU load, 16 MB RAM usage, constant frame rate of 60 fps Some possible use cases of BabylonCpp include: Native apps development on iOS, Android Using the library as a WebAssembly module Using the library in existing desktop applications or integrating third-party libraries (i.e. Recast & Detour, Bullet Physics engine, etc.) Technical exploration (i.e. testing functionality that is in OpenGL and not yet in WebGL, supporting Vulkan API) The bad Most of the time goes into keeping up with all the Babylon.js code changes. Every month I take a snapshot of the latest code and port the changes into my version. As a result, the code is always very up-to-date but code on which people are still working or that might be thrown away in later versions is also integrated. An alternative I am going to follow for Babylon.js 3.3 is sticking with the stable version and focus mainly on features and stability. Porting will be done in a branches and less frequently. Not all code can be easily ported. For instance, C++ does not have reflection. There are third-party libraries available to support this, but this means introducing a new dependency. ...and the Ugly Linux is my main development platform. The code compiles on Windows (MSVC 2017) and OS X but is not really tested and buggy. On Linux I am also getting different behaviour between the debug and the release version. So the library is for moment only really usable on Linux in debug mode... Looking forward to hear what you think about the project or where you want to use it. If you have some suggestions for improvement or want to contribute or help resolving some of the issues described above feel free to contact me any time or let them know in this forum, it certainly would help a lot! Cheers, Sam
  24. 3 points
    Dad72

    Web Game Editor Version 2

    Hello, I announce the release of Web Game Editor. More info here: http://www.html5gamedevs.com/topic/39884-web-game-editor-mmorpg/ Link of the site:=> http://www.web-game-editor.actifgames.com/ To download the editor you must be registered on the site. Feel free to consult the manual and tutorials videos or ask questions on the forum. You welcome. I hope you like this new version. There is still work to be done, but this version is more accomplished than the previous ones. Be sure that I will make every effort to make this editor as functional as possible with regular updates. Have fun. Some pictures:
  25. 3 points
    jerome

    Is Babylon.js for me ?

    Actually, 3JS provides many renderers : canvas2d, webgl, CSS3render, SVGRenderer and tries to abstract the way to design a scene the same way for all these renderers. Moreover, the library is smaller (even with all these renderers), this means that a lot of features are external ones (cameras, for instance). It's not focused on game development initially either, this means for example, that there's no dedicated method to handle the render loop (you have to do it by your own) and no specific concerns about the memory allocation or the garbage collection or any other optimization about the CPU/GPU pipeline (ex : no use of indices, only flat vertex array, no memory reuse on normal computations, etc). There's no dedicated support forum either. You need to use StackOverFlow. The project is older than BJS, there are some books about the framework (not all are updated to the latest version actually) and some existing commercial projects. If you dig a little in the commercial project codes, you quickly notice that the framework provided functions are more or less used and a lot of genuine WebGL is deployed : shadders, GLSL, etc. Because the needs quickly overpass what 3JS initially provides. BJS focuses only on WebGL, so no other stuff. The library is twice bigger than 3JS one... for only one renderer. This means BJS intends to embbed the more features as possible for the final user, but keeping only on the WebGL + animations way. As it intends to be a game framework, it provides everything about animations and concentrates on keeping fast. This means a lot of process, memory, bandwith optimizations, especially in the render loop. If you have a look at existing demo codes done with BJS, you'll see that the lib provides almost everything to do simply what you need to code a complex game or any other WebGL rendered animated project. When features are provided as external ones, such as the material library, they remain supported by and in the official repo. This forum is the official place for community help and even core team support. Moreover some official tools like the playground, the CYOS, or the sandbox are provided to help you to share your issues or realizations. As the project is less old than 3JS, there are currently less available books (two for what I know so far), but you'll find the biggest online doc ever : tutorials, API doc (in improvement), videos, curses, tons of running and detailed examples from the forum/playground, etc. We have plenty of examples of people having started a project under 3JS, then tried and ported it to BJS and never switched back. Make a quick search on this forum, you'll understand why ;-)