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Showing most liked content since 10/24/2017 in Posts

  1. 11 points
    Just a simple demo displaying the power of the ParticleSystem by creating a low-hanging fog. Not cinematic quality and it can no doubt be done better with a shader, but pretty nice looking for the very low performance impact it has. http://www.babylonjs-playground.com/#BHNVUE Thanks to @Wingnut for finding the PG used as base for this demo. Have a nice saturday
  2. 9 points

    The new Babylon Viewer

    Hi boys and girls, I don't know if you noticed, but the repository has a new directory called "Viewer" : https://github.com/BabylonJS/Babylon.js/tree/master/Viewer The viewer is a simple way of displaying a model without the need of JavaScript at all. It (obviously) uses babylon, and can be customized to your needs using HTML tags and HTML attributes. The only two important lines in your page would be: <babylon model="https://playground.babylonjs.com/scenes/Rabbit.babylon"></babylon> <script src="https://viewer.babylonjs.com/viewer.min.js"></script> Which will result in this: https://viewer.babylonjs.com/basicexample You can read about how to use it and how to customize it here - http://doc.babylonjs.com/extensions/the_babylon_viewer It is currently in a very early stage. The (public) project can be found here - https://github.com/BabylonJS/Babylon.js/projects/6 , including future plans. I am in the process of simplifying the development, build, and deploy process and it will soon be available on NPM as well, if anyone wishes to embed it using webpack/imports/require/whatever
  3. 9 points

    500 HTML5 games in 4 years.

    Today, we finished number 500 of our growing list of html5 games. We (Arjan Haverkamp and me, Bram Schoonhoven) started this journey at the end of 2013. Our first html5 game was a remake of our Flash game Animals Connect. Now almost 400 different games are launched on our various portals. Our next goal: 1,000 HTML5 games. If we keep releasing 2 new games a week, it will take us another 5 years. All our games can be licensed for your game portal or you can distribute our games for free. Some statistics: Our most played game is Candy House with 2.5 million game plays. We have around 6 Million game plays per month with 1.25 million unique users playing our games. Average playing time is 12 minutes per game. Interestingly enough, our games are played 69% on desktop, 16% tablet and 15% mobile. Top 5 countries: United States, Germany, Brazil, Poland and Russia. Chrome is used in 58% of the game plays. Some of the tools/technology we use: Howler.js for audio. Hammer.js for touch support. Cloudflare as CDN solution. Javascript Obfuscator for obfuscating Javascript code. Browserstack for testing the games in various browsers. Google IMA SDK for monetization. Google Analytics. Add to Homescreen for adding game to the home screen. Screenfull.js for full screen support. Webfontloader.js for loading custom (Google) fonts. Cordova for creating apps. Website2APK for creating Android apps. PNGquant and JPEGoptim for optimizing images. Wavepad for creating sound sprites and optimizing MP3's.
  4. 8 points
    Check out my latest Space Shooter Demo Has html gui, multiple levels or waves, score count, hazard count, restart by keyboard or gamepad button and ENEMIES For Those who want take a look at the project details, all the code and assets... You gotta love the Unity Project Packaging. So here you go: Space Shooter Project Source
  5. 8 points

    BabylonJS at Siggraph 2017

    FYI I was watching Siggraph 2017 sessions on YouTube and came across this nice talk on BabylonJS by Sebastien
  6. 8 points

    Playground Based Tutorials

    This demo https://economist-exposures-32112.netlify.com/ is inspired by @Wingnut's thoughts about a playground based tutorial. Whilst I have copied the PG code it is meant to be something different to the PG not a replacement. For a start the user cannot edit any code or do their own thing in anyway. It might not be what @Wingnut intends so consider it as the start of a proof of concept. This means you can ignore the style and the twee alien. The code can be found at https://github.com/BabylonJSGuide/InteractiveTutorials and the README gives some information on how I messed around the PG code. Currently there is only one tutorial and here is the code that runs it. Anyone interested in helping with further development of this - you would be most welcome.
  7. 7 points

    New Structure to Documentation

    You have probably already noticed a new structure to the documentation. Should you find any broken links or broken redirects from existing links to former documentation please add in a reply.
  8. 7 points
    I know this was a big ask from the community so I'm glad to announce that we finally support TransformNode! They are node with position / scaling / rotation like any mesh but without all the rendering. So they are just here to add transformation to a hierarchy. Example: https://www.babylonjs-playground.com/#JT0HN4 @JohnKsorry my friend because this could require some update to the doc (even if by itself everything will keep working the same as before)
  9. 7 points

    SPS Solid Particle Pivot

    Hi folks, Here's a new light feature in the SPS : Solid Particle Pivot It's just a Vector3 (defaut Zero) associated to each solid particle in the SPS. You can set a different value to translate the current particle from its initial local position, then the particle is still rotated around this original point but no longer set on it when rotated. This is the same notion than the Translation Matrix what you could use when defining a Pivot Matrix. Example : http://jerome.bousquie.fr/BJS/test/spsPivot.html 4000 orbiting tetrahedrons around 4000 rotating boxes ... the whole system also rotating around Y, everything with no complex maths at all, just the usual .rotation properties PG and documentation coming soon ...
  10. 6 points
    @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
  11. 5 points

    Parametric cabinet

    Hi Babylon community, First of all I would like to say thank you for framework! After 5 months of friendship with Babylon js, my project 'Parametric Cabinets' halfway through! It's still pretty rough, but works on all devices! And now it's time to ask for your opinion. Video link (Admin panel) Next step improve materials, edges and shadows. Questions: 1. For each part I'm using enableEdgesRendering(), but lines not solid. 2. For each face I'm using MultiMaterial with subMaterials. Is this Ok for performance? (keep in mind I need control all grains for all faces) 3. Shadows? I need good example of shadows, please Regards Arte
  12. 5 points

    3D Web Constructor

    Hello all i want to present you my new project, It's a Web CAD (It will be in the future ) for the moment it's more a viewer. For the moment i am focusing to include the most common features of BabylonJs. Here a capture of the current state As you can see it allows to see the loaded object structure, in the tree you can hide or show or allow wireframe to the a specific object, in addition you have the global actions that will be applied for all meshes. The application also has a custom context menu Here the Prefab creation section Here what i call the compound objects Mode (CSG Balybon plugin) I implemented a 3D section mode also (Still contains some bugs ) For the moment the Import is hard coded i don't have yet a server side implementation, this is the next step. The toolbar contains some other options like remove, clone mirror a mesh, change camera views, and camera behavior on selection. Your feed backs are all welcome (Positive or negative), any ideas are welcome too. Here the link to the project on github you can try it your self https://darklight4070.github.io/3DWebConstructor/ And here the source code https://github.com/DarkLight4070/3DWebConstructor And thxs for this nice BabylonJs framework Regards DarkLight
  13. 5 points
    The BabylonJS Editor Toolkit is now available (Version 3.1 - Alpha) Starter Documentation Available: http://doc.babylonjs.com/resources/intro Hey guys, my latest toolkit is available for download. I still got ALOT of work to do on the documentation but the core toolkit as been submitted. The toolkit has been updated to support the latest Unity Editor : 2017.2 or greater. Known Issues/Future Features: 1... Terrain Builder A... Texture Atlas Support In the Shader. Currently glsl fract() leaves terrible edge seems. (Paging @Pryme8 and @NasimiAsl) B... Collision Physics For Segmented Terrain Option C... Detail Prototypes And Grass Billboards Not Supported (YET) 2... Particle Systems A... Need to implement Update Over Time Functionality (Like Unity's Built-In Shuriken Style Particle System Editor) 3... Animation System A... An absolute MUST HAVE... Animation Blending (playing multiple WEIGHTED animation clips/ranges) B... Wish List Item - FootIK would be flaking awesome, but I dont know how to do this AT ALL (Paging @Deltakosh and @Sebavan) 4... Network Play A... Wish List Item - I saw some guy who as a demo on the BabylonJS website that is using Networking. Some sort of multiplayer egg shooter demo. (ANYBODY PLEASE GIVE ME INFO ON HOW TO DO THIS) 5... HDR Reflections A... When using panorama HDR for reflection textures, they render inverted in the sphere (or object) that is showing the reflected environment (Paging @Deltakosh and @Sebavan) B... Wish List Item - Would love to modify HDRCubeTexture to use a NON-Spherical HDR for reflection (I can then tie into the native unity reflection probe for the scene) Example: But over all. we now have a COMPLETE GAME DEVELOPMENT ECO-SYSTEM for our BabylonJS Content or Games... Enjoy
  14. 5 points
    I worked before on a city simulator before but unfortunately my motivation fizzled out and I never really continued with it, because there were some issues such as intersections for which I never got a good solution. After a while I stumbled accross Mapzen, which mainly uses openstreetmaps data and decided, why not combine it with babylon. I'm not the first one to try it , but still doing it for fun It uses SPS, but the SPS.buildMesh() function is kinda slow which causes the initial load to be rather slow. Here's my rendition (still alpha/beta) of 3D openstreetmaps with babylon.js with some examples (only tested in chrome desktop and android): newark liberty airport french alphs naarden vesting hong kong (elevation data is not very accurate for asia unfortunately) Need good gfx card: lower manhattan manila The search currently uses openstreetmaps search which is kind of wonky. If you want to search a city, it's better to search a landmark within that city. Current issues: Is there any way to speed up the initial buildMesh() call for SPS? I remember reading something about offloading SPS tasks to the worker? I can't get the minimap thing to work.. how to copy a mesh to another scene?
  15. 5 points

    3D scatterplot on babylonjs

    Hi. As I promised, I'm back with a new application of babylonjs. Without any presentations a 3D scatterplot https://www.smarteam3d.com/portfolio/3DScatterPlot.html And here is the playground version: https://www.babylonjs-playground.com/#E3XJMU#26 And here is a very basic example how to do your own 3D grid to draw your own scatterplot. https://playground.babylonjs.com/#AFGPGD#1 PS: It's not fully optimized, and I'm sure it can be done better, but it's a begining.
  16. 5 points

    Announcing Babylon.GUI

    Here is a FontAwesome example: https://www.babylonjs-playground.com/#B41ZNT use the unicode for the icon and prepend \u
  17. 4 points

    Playground Based Tutorials

    Writing playground based tutorials (PBTs) just got easier. Well a little bit easier than when it started in this thread. There are now methods available in the playground for anyone to highlight or hide lines in the editor and to build simple standard information and selection dialogue boxes. Documentation is available to describe the available functions with links to a couple of examples and how they were coded. Even if you do not want to write a full tutorial the functions can be used just to highlight some lines in your code or even to hide and unhide some lines as in this example https://www.babylonjs-playground.com/#NLMGJ2 A word of warning - I thought that this example was simple enough so I ignored my own advice from the documentation and just added the function to hide code straight into the playground and forgot to change a true to a false and ended up losing the code I needed to correct. So unless you are just using line decoration always write and edit the code in a text editor and copy and paste into a PG and Run to test, don't Save until you are sure everything is correct..
  18. 4 points

    What's next?

    Hello dear community, we are about to ship 3.1 (early december). I'm really proud of what we did so far but I want more for 3.2 SO I'm wondering what could be useful for you regarding ease of access and simplicity. Please use this thread to give me any idea / feedback. I cannot guarantee that everything will be developed but I can promise that everything will be considered seriously
  19. 4 points

    Deltakosh out of the grid

    Hello beloved community! I will be out of the grid until 12/5. Taking some relaxing time before shipping 3.1 In the meantime please don't burn the house !
  20. 4 points

    LineMesh and LineSystem Per Point Color

    Hi people, Based on the internal initial code from @JCPalmer, here are the per point colors for LineMesh and LineSystem var points = [arrayVector3]; var lineColors = [arrayColor4]; var line = BABYLON.MeshBuilder.CreateLines("l", {points: points, colors: lineColors}, scene); // same for LineSystems var lines = [arrayVector3[] ]; var colors = [arrayColor4[] ]; var lineSystem = BABYLON.MeshBuilder.CreateLineSystem("ls", {lines: lines, colors: colors}, scene); Note1 : this works also with updatable LineMesh or LineSystem objects as the colors array can be updated live. Note2 : when set at construction time, the parameter colors overwrite the hypothetical line or lineSystem .color property. If colors is passed but undefined, the object color falls back to the .color property value. [EDITED]Note3 : if you need to enable the alpha blending (line or segment transparency), just set the parameter "useVertexAlpha" to true at construction time : [EDITED 2] the alpha blending is now enabled by default. So when you don't need it, just set "useVertexAlpha" to false instead : var lineSystem = BABYLON.MeshBuilder.CreateLineSystem("ls", {lines: lines, colors: colors, useVertexAlpha: true}, scene); var line = BABYLON.MeshBuilder.CreateLines("l", {points: points, colors: colors, useVertexAlpha: true}, scene); This will allow you to create rulers, axes, graduation systems with multiple colors and to draw them in a single draw call. As usual, documentation and PG examples coming soon ... meanwhile : http://jerome.bousquie.fr/BJS/test/linesystem.html
  21. 4 points

    LineMesh and LineSystem Per Point Color

    casino royale ? http://playground.babylonjs.com/#W9LE0U#5 [EDIT] as usual, can't stop playing then http://playground.babylonjs.com/#W9LE0U#6 [EDIT 2] colors and alpha : http://playground.babylonjs.com/#W9LE0U#7
  22. 4 points

    Mesh Facet Depth Sort

    Hi ladies and Gentlemen, Here comes a new feature in the FacetData pack. As you may know, for performance reasons, the facets of a given mesh are always drawn in the same order. This comes to visual issues when the mesh is transparent and is no longer oriented in the right place from the camera : http://playground.babylonjs.com/#FWKUY0 This new feature solves the self transparency issue by sorting the mesh facets from some location (the camera position by default) just before drawing them. The mesh is required to be updatable. The depth sort is done on each call to updateFacetData(). It can be disabled at any time to save CPU cycles if the mesh and the camera don't move any more. Usage : // the mesh must be updatable var mesh = BABYLON.MeshBuilder.CreateTorusKnot("mesh", {updatable: true}, scene); mesh.material = mat; // transparent material mesh.mustDepthSortFacets = true; // enable the depth sort, can be disabled at any time scene.registerBeforeRender(function() { mesh.updateFacetData(); // sort the facets each frame }); Note that this feature uses more memory and more CPU than an usual standard mesh. Please wait for the code review and the PR to be merged and to be pushed in the PG. Demo : http://jerome.bousquie.fr/BJS/test/facetDepthSort.html
  23. 4 points

    Three.js or Babylon.js for room design

    Even with expensive software products or other service Premium offers, you will never meet such a fast and dedicated free answer and fix. Maybe, this is THE reason that you might consider about choosing BJS over ... anything else
  24. 4 points
    Moreover there are serious and objective reasons to prefer BabylonJS over ThreeJS : - the name "BabylonJS" is longer than the name "ThreeJS" - Deltakosh's hairdressing is more fashionable than Mr Dood's one - BabylonJS has an animated logo
  25. 4 points

    Three.js or Babylon.js for room design

    I tried TrreJS and when I discovered Babylon, I realized more than I would have done with TreeJS. So I suggest you in all honesty and objectivity BabylonJS. Many people here come from TrreJS and we prefer to use BabylonJS because of its simplicity and a very reactive super community.
  26. 4 points

    Tutorial Talk

    The following two PBT examples are written wholly within the existing PG editor in the browser. https://www.babylonjs-playground.com/#N3PAT https://www.babylonjs-playground.com/#XDSW52#12 Editing is not permitted in either but it could be allowed, just need to work out how to adjust the editor hiding and showing of correct lines if users do some editing. Am I getting closer to what you are imagining?
  27. 3 points

    Parametric cabinet

    Getting closer and closer Just one more year and then I'll be happy . Party!!!
  28. 3 points

    Babylonjs 3.1 - beta phase

    Hello team, we are entering the beta phase for Babylon.js 3.1 (release is expected by end of november / early december) This means that : - Only PR for bug fixes will be accepted. Other PRs will be delayed until early december - If you have any issue (bug or perf) please shout out NOW
  29. 3 points

    LineMesh and LineSystem Per Point Color

    Here's a rain shower : http://playground.babylonjs.com/#W9LE0U#12 Wait for seconds until the shower gets continuous. 5000 recycled drops. It's really naive, everything is randomized. I could have set the drop speed according to its length instead. I could also have set slightly different colors. Note that the alpha is used between the two drop segment points. More visible with a constant speed and longer drops : http://playground.babylonjs.com/#W9LE0U#13 You can play with the drop number, the drop length and the drop speed. Example : not more drops than before but longer and faster to simulate an intensive shower : http://playground.babylonjs.com/#W9LE0U#14 Have fun [EDIT] just change the camera position and target to get a budget starfield : http://playground.babylonjs.com/#W9LE0U#15
  30. 3 points

    LineMesh and LineSystem Per Point Color

    chronos ... one draw call http://playground.babylonjs.com/#W9LE0U#9 stessed ? http://playground.babylonjs.com/#W9LE0U#10 funny http://playground.babylonjs.com/#W9LE0U#11
  31. 3 points
    Something like this? https://www.babylonjs-playground.com/#1QM99D#14 another: https://www.babylonjs-playground.com/#1QM99D#15
  32. 3 points

    Saving and Loading

    Minecraft (I don't think) saves all those blocks either, nor does it have to, if you've used git source control then you'll be familiar with the concept of 'diffs', which I think is how Minecraft saves world data. In any case the following limits the amount you have to save, you need 2 things: * A pure deterministic world generation algorithm * Understanding how to store diffs against the deterministic world The process is actually really simple: Generate a seed (number, string, anything, doesn't matter) and use that seed to generate a world, the algorithm must be pure (referentially transparent) i.e. the same seed always produces the same structure (world map), an easy way to achieve this is to use the seed to seed a random number generator. No-one wants to make their own RNG, so pick one out there that allows supplying a seed (note that RNG is proper tricky, inside a computer people actually use its normally fairly easy to maintain entropy, on a server it can be trickier, mostly whatever OS you are running handles keeping entropy up). If your world map is immutable then you only ever need to store the seed, that'll deffo fit in local storage as it'll likely only be a few bytes. In this case it doesn't matter how much of the world has been explored on a previous visit, you can generate it on the next playthrough from the stored seed, so long as your algorithm is pure then you know the world will always be the same, so long as you can generate the world fast enough as your player moves around you're laughing but you'll have this problem anyway. If your world map is mutable (like vanilla Minecraft) then you'll have to work a little harder. Storing everything you've generated is the naive approach and, as you've noticed, doesn't work very well. The thing is, not much of your world will actually change, so just store the changes, this vastly reduces the problem space. Just store the diffs between world gen and current state. You'd also want a way to overwrite previous diffs where necessary, i.e. I place a stone block at [10, 12], then a wood block in the same place, well, you only store the diff between world gen and placing the wood block and nuke the previous diff that mentioned the stone block. On the next (loaded) play through you generate the world using the seed, then apply the stored diffs to regain where the player left off. To further reduce save/load times save/load only what you currently need i.e. when a player leaves an area save it, when they enter an area load it.
  33. 3 points

    Scaling Uploaded OBJ mesh

    A few options here: 1. I had the answer already, I just waited a second before you posted yours and then posted mine. 2. I have full control over the database, and I changed the signature of my post 3. I really AM a retired time traveler! 4. I wrote a very complex AI extension for chrome that tells me the minute there is a question i can actually answer. And if it can, it simply answers on its own. based on IBM Watson, Amazon Alexa, Siri, Cortana, and that horrible thing google has. Choose 1!
  34. 3 points
    For you@max123: https://github.com/BabylonJS/Babylon.js/commit/9824853960fc2a4be97b1acb6907244c8df9f05e
  35. 3 points
    I'm convinced it is not possible to satisfy everyone. But I assure you we are trying hard
  36. 3 points

    Planar section cut through geometry

    hi @Sebavan http://www.babylonjs-playground.com/#7AIII8#10 glass material http://www.babylonjs-playground.com/#7AIII8#12 http://www.babylonjs-playground.com/#7AIII8#11 metal+roughness http://www.babylonjs-playground.com/#7AIII8#13 http://www.babylonjs-playground.com/#7AIII8#14 i start make it in custom material too ( but need fix some problem first )
  37. 3 points

    small games

    Hello, I'm currently making little games on codepen to teach myself how to bluid them and get better at it So i thought it could be nice if I post on this topic every time i make a new game for the feedbacks I'm using javascript and render graphics on canvas, and piskel for the spritesheets. 1/ Marble labyrinth Created JANUARY 23, 2017 tilt the screen with your mouse and move the sphere to the square, beware the holes in the ground. Link: http://codepen.io/Gthibaud/full/zNwgmZ/ 2/ The Dungeon Created FEBRUARY 07, 2017 walk through the dungeon, each time you enter a new room your score get higher. Link: http://codepen.io/Gthibaud/full/MJqgzv/ 3/ Copycat Created MARCH 30, 2017 This game is about cloned cats which you control at the same time Link: https://codepen.io/Gthibaud/full/ryQRYP/ 4/ Don't touch the spikes (clone) Created MAY 05, 2017 Link : https://codepen.io/Gthibaud/full/aWLjKL/ 5/ Taxi Apocalypse Created NOVEMBER 06, 2017 Link : https://codepen.io/Gthibaud/full/WXxMdb/
  38. 3 points
    I haven't played SR, but by the looks of it(Google searches), you might be able to use morph targets and different meshes for hair styles. Then different textures as well as skin colors for variation. Look at this example for bone deformation: http://playground.babylonjs.com/#94EHM5 I chose to scale on all axis, although you can scale one at a time. There's an issue with keeping the scale when playing an animation, though. Hmm. Maybe @Deltakosh or @adam know why starting animations reset the scaling on bones. Maybe it's simply not possible?
  39. 3 points

    Something wrong with my mesh

    Hi guys! First time posters... my treat (sometimes). (I have no life/purpose) heh https://www.babylonjs-playground.com/#RGZPJH#7 I found problem, too... https://www.babylonjs-playground.com/#RGZPJH#8 mesh.setVerticesData(VertexBuffer.PositionKind, vertices) // correct params order mesh.setVerticesData(uvs, VertexBuffer.UVKind) // reversed params mesh.setVerticesData(normals, VertexBuffer.NormalKind) // reversed params I've made this mistake a few HUNDRED times, myself. Party-on!
  40. 3 points

    Car Configurator

    Huh. After a little fight, the source code of both applications are available on github. https://github.com/Bulisor/SmarTeam3D . I don't know if it's important for you, but for me was extremely important New demo will be available soon. Stay tune
  41. 3 points

    Rotation follow cursor

    Here is one way to do it: https://www.babylonjs-playground.com/#NPOXN#8
  42. 3 points
    or by using FacetData : http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-normal
  43. 3 points

    Getting the rotation of facet

  44. 3 points

    Calculating elliptical planet orbits

    This is awesome, thanks so much for sharing it!!! I've just started using it and it's basically done all my work for me I've got the entire solar system working with accurate orbits, and I even used the radius values supplied by `planet-positions.js` My next step is scaling: I'm experimenting with ways of keeping the relative sizes of the planets accurate but aesthetically scaling the distances between them so that the entire solar system could be viewed as a whole from one camera. I would love to accurately space the planets, but the problem there is that the solar system is very, very big and very, very empty: Although, I might add a slider to let users set the scale to a realistic 1:1 if they want to.
  45. 3 points


    1) Yes. The API has changed to: sphere.physicsImpostor = new BABYLON.PhysicsImpostor(sphere, BABYLON.PhysicsImpostor.SphereImpostor, { mass: 1, restitution: 0.3 }, scene); 2) You can do both. But physics-engines prefer forces or impulses. You Can change the positions, but you "might" get into various issues with clipping through objects and the sorts.
  46. 3 points

    Understanding physics in Babylonjs

    Oh yeah, and THANKS for choosing ME! heh Ahhh Raanan... throwing a little poop back-at me, huh? Welcome Friz 42! But really, @Raggar is physics-engine hot hot hot! He dives into "native" layers and just hacks and whacks like a mad man. Brutal! Reading his code is almost as tough as reading @NasimiAsl shaderBuilder code! GRUESOME. @Pryme8 is a hot physics engine coder, too... I've seen him do some "holy crappers". We all know, though, that these physics engines are not for children. It's best to have full coverage insurance for the entire neighborhood, hard hats, safety shields, leather gloves, and medical teams standing-by. Sometimes, it just takes experiment after experiment... to get a "feel" for physics engines and impostor usage. Start with impulsing (or setLinearVelocity) on some simple shapes, learn your friction, mass, restitution params. Try some gravity and ramps, etc. Oh yeah, springs. Someone was playing with springs... here. Someone was DRAWING springs here... but not using any physics. MY recent "springs" project is a puppy-level (beginner) landing gear for a Lunar Lander-like space craft. Pretty bad coding on my part. X, Y, Z keys... and shifted X Y Z keys... active for impulsing the green box. I'm not very good-at "springJoints", but they are pretty fun. Requires patience, like all learned things. (also, I see some inconsistencies when that "lander" demo is reRUN and reLOADED. weird.) In my lander playground, ONE end of the TWO springs on the lander-legs... are 'anchored' to points that are hovering in space. There is no mesh hooked to one end of the springs. They are invisibly located "above" the two front (boundingBoxed) lander legs. Only two springs are in the scene. The back two legs have no springs, but they are connected to the front two legs... via two lockJoints. (like a cross-member between the front and back lander-legs). Thus, the "back" legs use the same two springs as the front legs. Way too much info, huh? AND, it sucks... not being able to "see" physics impostors and physics joints, right? We (I) have been thinking about a "show the physics" layer, using the new Babylon GUI system... but... it's not done. When first done... it would simply put name labels at various places in the scene... to show where the impostors and joints are located (as best it can). It is somewhat difficult to do "visualization" of physics formulas. I wish I had a magical idea... for that. Be well. We're here with aspirin... for your experimenting pain.
  47. 2 points

    Cut faces on custom polyhedron

    Workaround: https://www.babylonjs-playground.com/#IKFFEZ#5
  48. 2 points

    Parametric cabinet

    User panel
  49. 2 points

    LineMesh and LineSystem Per Point Color

    What the heck... let's get stupid... http://playground.babylonjs.com/#W9LE0U#25 First, I'm rockin' the rain angle back and forth... AND... I borrowed DK's cool particle effects demo, and made some drop-circles on the ground. FUN!!! The ground particle's 'billboarding' (particles always trying to face camera)... is screwing up the effect, a bit, but, it's a start.
  50. 2 points
    Or predefined visitor position like: picture.metadata.visitorPosition = x,y,z;