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Showing content with the highest reputation since 08/20/2018 in Posts

  1. 9 points
    shirley

    The Earth Magnetic Field

    This is an scene showing the earth magnetic field. Link: EarthMagneticField The buttons on the right:
  2. 7 points
    Mike018

    My Phaser Story

    Over a year and a half ago, I started to learn how to program while using Phaser. Since then I've released a number of mobile apps that have been commercially successful and allowed me to work from home and basically do anything I want with my life. Since I've had a blast working with Phaser, had lots of help from the community, and have anxiously waited for every Phaser newsletter since I started using it, I figured I should share my little story with you guys. I'm one of the few who uses Phaser solely for mobile apps, but I never actually planned on doing that. 2 years ago my friend and I were developing a language learning app focused on writing the alphabet of non-latin based languages. We were using html5 canvas for our writing recognition using a custom framework my friend made and I wanted to add some cool effects to the writing strokes. But had no idea how to do it and at the time, I couldn't print a "Hello World" from memory! Looking for a solution, I stumbled upon Phaser and slowly learned how to program while making a bunch of little prototypes. I never actually intended to make a commercial game with it though. Fast forward a few months and my friend, the programmer of the writing app, got married and took a month off. I decided to spend that month making a small language learning game with Phaser. I made a very simple game where you learn numbers and colors and I was like... you know what? I'm just gonna release this even though people probably won't like it and there's almost no content. I made one app for Japanese and copied everything over and made one for Korean as well. Within a month both of them were getting ~1,500 downloads a day, which was better than our writing apps. I was pretty surprised because the game was clearly not finished, and you could blow through all the content within 30 minutes, but the vast majority of people only had positive things to say about it. Since Phaser was the only thing I had experience in and I loved working with it, I continued to use Phaser even though I had no plans on doing anything with web. I then spent the next 4 months adding a lot more categories, hired professional voice actors to voice all the words, and added more languages, and the app really took off after that. The rest is history. From lurking on this forum for quite a while, I've noticed that finances comes up quite a bit. What I did, which will work if you don't have any location-specific responsibilities, would be to move to a very cheap place, go abroad if you are in a developed country. I saved up $10k and moved to China & Taiwan for about 2 years, spending an average $60 - 120 / month for rent. This gave me a 1.5 year runway whereas if I stayed in the states, that money would have barely lasted me 5 months with the same lifestyle I enjoyed in China & Taiwan. This was crucial because I was able to completely focus on learning and developing, ignore every part-time job offer that came up, and still being able to live a full life of traveling, eating out, extracurricular activities, and having fun every weekend, which is crucial for efficiency. And that's my Phaser story. Thanks to Rich for an excellent product, without it, maybe I wouldn't have learned how to program. iOS and Android links: https://jernung.com/infinite
  3. 7 points
    Deltakosh

    Please read FIRST

    This forum 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. 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 babylon.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 solved using a tag. This will surely help other people in the future! 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 our 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!
  4. 6 points
    JohnK

    Spirographic Particles

    Following an idea by @Wingnut here is an attempt at generating particles (Wingys addition) along a type of spirograph type of generator. I say 'type of' since I am not entirely sure I have the maths correct for multiple circles, however the patterns are pretty https://www.babylonjs-playground.com/#1BTGPV#15
  5. 6 points
    Deltakosh

    Designer sub forum

    Hey team! I would like to create a new sub forum for DCC tools. So all questions regarding blender, maya, 3dmax and so on could be located there. Any objection?
  6. 5 points
    NasimiAsl

    Random Tiled

    https://goo.gl/4HcDzN https://goo.gl/SkK44V random tile main texture for both
  7. 5 points
    Deltakosh

    Deltakosh summer holiday season ;)

    I played world of warcraft 16 hours a day during 10 days
  8. 5 points
    The pull request is out : https://github.com/BabylonJS/Babylon.js/pull/4982 The result once deployed will be testable on: http://www.babylonjs-playground.com/#JCZIXE#9 Basically you can add this on the texture to offset it: // Offset the skybox center. var point1ToPoint2 = cameraPoint02.position.subtract(cameraPoint01.position); var reflectionMatrix = BABYLON.Matrix.Translation(point1ToPoint2.x, point1ToPoint2.y, point1ToPoint2.z); otherOriginRefMat.reflectionTexture.setReflectionTextureMatrix(reflectionMatrix);
  9. 4 points
    V!nc3r

    Lamps on Babylon / Open Contest!

    Just to let you know, I'm still on my tutorial. I'm... just... too... slow to write it 🕵️‍♀️ Here a first draft if you want take a look (click): For now, my tut is about Standard Material workflow. Once done, I will make a PBR version.
  10. 4 points
    In Huggernaut, you can't jump. But that's no big deal. Not when you've got a grappling hook! A grappling hook you'll make good use of as you try to hug all your friends~! Huggernaut is a cute, colorful and challenging platformer which has you swing around with your hook in 23 levels. Are you fast enough to get a star on every level? Well, if you are there's always the speedrun mode which let's you play through the entire game in one go with a timer. And if you're not... Then remember all that matters is that you enjoyed the attempt! ^^ PLAY ON KONGREGATE HERE Don't forget to rate the game too if you have a Kong account! Huggernaut was made with GameMaker Studio 2. I originally made it for a 72 hour jam (the GMC Jam #6, on the GameMaker community forum), which it actually won. Then I updated it, with better controls, some visual eye-candy and more levels etc and decided to focus on the HTML5 build. It's the first game I've made that's received any real attention, with ~20k plays across all portals. That might not be much for many of you, but I'm still proud of it! ^^
  11. 4 points
    JohnK

    create a box with one side open

    Hi @reggie and a warm welcome to the forum from me. Easiest way is using a tube http://www.babylonjs-playground.com/#165IV6#453
  12. 3 points
    Hi everyone, I've created over 1000 tracks of music and sound effects that you are welcome to use in your games. It's all original...all my own work. All I ask is to be attributed as indicated on my homepage: http://soundimage.org/ I sincerely hope my tracks are helpful. Any and all feedback is welcome and always appreciated. All the best, Eric
  13. 3 points
    Its been a long time but we are finally ready to release a public alpha of Super Combat Squadron. Multiplayer is included. Try it out and we would really appreciate it if you provide feedback! We are just a tiny team doing this in our free time and feedback is like gold to us.
  14. 3 points
    Pryme8

    Friendly competition

    I think the consensus is remake of a retro game. so we got two takers cool, if we can get one more then we got something. Maybe try to start it on the 15th of this month and run it for 30 days?
  15. 3 points
    Pryme8

    KEEYAH - A Procedural Ninja

    http://pryme8.com/keeyah-a-procedural-ninja/ ^^ EXPLANATION ^^ I just wrote this up today in like 20 mins so if there are errors please point them out ❤️ http://pryme8.com/toss-game/ ^^ GAME ^^ Ok so its not really complete yet, but on Tuesday of next week I start my new contract and wont have anytime to look at this; so I figured Id post it before I turn into a ghost. Important info: - You Toss the stars by drag and releasing on the screen from the bottom and swooping up - You get bonus points for curving your shot Need to Implement still: - Level Progression, for now if you want a new level go into your console and type : toss.buildStage(#) I would recommend not going over 50 cause I dont think you can effectively even throw that far. *TEMP FIX FOR NOW* - Balloons to pop that multiply your tosses score. You can assume you beat the level if you get a score that is five times the level, so level 1 you need 5 pts, level 4 you need 20, etc... Everything is generated at run time, there are no assets. Oh and on a cool note, that once I mimify everything and strip everything out of the BJS engine file that I don't need the predicted size of this game will be under 200kb
  16. 3 points
    Luaacro

    Screen fade/motion blur effect

    Pull request created! https://github.com/BabylonJS/Babylon.js/pull/5051 My next step is to provide a single post-process for object based motion blur I'll let you know once done!
  17. 3 points
    fdeng

    Got wrong screen coordinates

    @dbawel @Pryme8 Thanks for your concern about this issue. I'v got the root cause: In my program, there are two viewport, so the scene.activeCameras has two cameras in it. To use the project function, var transformMatrix = this._scene.getTransformMatrix(); may not get the right transformation matrix. Instead, the transformation matrix should come from the active camera of the active viewport: var transformMatrix = this._activeport.activeCamera.getTranformationMatrix();
  18. 3 points
    @Deltakosh @Sebavan @PatrickRyan Hi, Thank you for your kind response to my friend @cx20. I'm impressed that Babylon.js is doing a lot of efforts to verify the reflection model. Recently, I started to add support of PBR to my library (still only punctual light). Let's say that Cook-Torrance base is good for the model of specular reflection. I was worried about which specific approximation formula is appropriate (Disney, Unreal Engine, Frostbite, Major companies, each best practice exists). Of course, I was also concerned about the handling of roughness etc. I immediately looked at the Khronos official PBR sample, and I decided to make the implementation almost the same for the time being. I wanted to avoid the result of my library getting away from other libraries, so I expected each library to reference it as a reference. But, according to cx20's comparison test (He is comparison test happy! ), The results of each library seem to be very different. And, in actual use of glTF 2.0, differences in PBR results which can be seen even at amateur level among each library seems to cause people a lot of confusion. For the general public, there are no interests in internal mathematics, and the brightness and color taste of what they saw are all. I think there are some key points of view. * What is the renderer that each library refers to? (btw, I started to refer Arnold Renderer too. It's unbiased renderer, popular, and default solution in Autodesk DCCs. Of course those do not mean that all results are correct proof...) * A case where the validity of energy conservation etc collapses as design and implementation become more complicated (such as clear coat support) * Simply, careless mistake in handling gamma (recently, there was a thing in a major library) * Difference in approximate expression to select (In a sensitive case, the difference in reflection lobes and spikes may appear in visual results. for example, In Unreal Engine etc, they started to use Height-Correlated Smith Masking and Shadowing function.) * Difference of IBL implimentation Even with local reflections, the results differ so much, so in the future, gIobal Illumination results will be more different between each library.
  19. 3 points
    Hi, @cx20! @Sebavan and I spent a lot of time working on the implementation of our IBL environments. We reworked how we generate the DDS prefiltered environments so that we aligned with what perceptual ray tracers and popular game engines like Unity and Unreal are doing with their IBL rendering. We are approximating a perceptual roughness model which drops what is perceived to be 50% rough falls in the middle of middle of the linear ramp for roughness. The GGX algorithm that we use for our lighting calculations has more of a linear roughness scale which loses clarity in reflections quickly (by around 0.3 roughness). We adjusted the falloff to mirror what happens in Arnold ray tracing, which is the renderer we chose as our ground truth for this work: We were able to largely match the perceptual falloff from the Arnold ray tracer, while using a prefiltered MIP chain in the DDS ignoring the last two MIP levels. We have some deviation from the high roughness in the ray traced ground truth, but since fully rough materials don't really exist in the real world, there is no way to know if Arnold is right in these areas. To look further into your scene, I recreated it with your code, while adding in the environment from the ground truth as well as our more neutral interior studio environment. I even turned off the directional light in your scene as you don't really need it anymore, at least not pointing directly at the spheres to light them. I also dropped in the glb of the test spheres from above in with your spheres with a slight modification to your spheres where we are only looking at two rows, one fully metallic and one fully dielectric. Looking at materials that are partially metallic and partially rough are confusing to the eye to determine what looks right, so simplifying it to the extremes for metallic allows us to concentrate only on roughness and values to ensure things look right. Here are the two environments with your setup (slightly modified): You can see in these that the directional light is commented out so is not contributing to the scene. Ideally, you want to use an environment IBL to help ground your scene, but also to add more complex lighting without overloading the scene with analytical lights. You will still need the analytical lights for cast shadows, however. Here is the playground for you to experiment with: http://playground.babylonjs.com/#BGWI46 It has both environment files referenced with one commented out so you can test both of them. Please let me know if you have any questions about anything.
  20. 3 points
    PatrickRyan

    mesh problem

    First of all, welcome to BabylonJS! We are happy to help you with questions as you are working on your game. What you are seeing is that your mesh is writing into the transparent queue as Max saw there was alpha values on your material and vertices and placed it into the transparent queue. When you have a complex mesh in the transparent queue, you will see sorting errors as it does not have the benefit of a depth buffer and does not know what face should be in front in all viewing angles. Here are a few things you can do: I would suggest exporting your files from Max as a glTF file as you can load that directly in BabylonJS, but also take advantage of the many glTF viewers that are available like the BabylonJS Sandbox (https://sandbox.babylonjs.com/), Mixed Reality Viewer for Windows, Sketchfab, etc. This gives you a way to debug what is happening in your mesh by being able to see how several renderers deal with the file. If you see your issue pop up in one of the other renderers, you know the issue is in the file. I would avoid placing color on your vertices unless you really need to for some reason. It's much easier and will create a smaller file to assign materials to your meshes. If you have alpha on your vertices, you will end up with the mesh in the transparent queue as the exporter will see the alpha and set the alpha mode accordingly. To set up your materials correctly in Max, refer to the docs at http://doc.babylonjs.com/resources/3dsmax_to_gltf#pbr-materials for reference. You will need to make sure that your transparency weight is set to none to make sure you output your model in the opaque queue. If you still have an issue with the export to glTF, you can easily open the glTF file in an editor like VSCode (https://code.visualstudio.com/) and quickly change the alpha mode to the correct format which is detailed on this page: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#alpha-coverage VSCode is also another place that can view your glTF file by adding the glTF extension. You can search for glTF in the extensions tab and you will find it. If you need your asset to be double-sided, you can add the double-sided property into your glTF manually: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#double-sided and an example can be found in https://github.com/KhronosGroup/glTF-Sample-Models/blob/master/2.0/FlightHelmet/glTF/FlightHelmet.gltf line 535. There is a blog post I wrote about the art pipeline into glTF, which is a little dated now and I am working on an update. It shows how you can even export your glTF directly from Substance Painter if you like. You can find it at https://www.khronos.org/blog/art-pipeline-for-gltf Let me know if anything here does not make sense or if you have further questions about your asset creation. Take care!
  21. 3 points
    https://bit.ly/2BSkhnj
  22. 3 points
    Deltakosh

    Deltakosh summer holiday season ;)

    I'm back folks
  23. 3 points
    ROTFLMAO @myself I wanted to Record a Scene to a Video so I found http://doc.babylonjs.com/how_to/render_scene_on_a_video. It did not work with the (old) babylon.custom.js but not knowing that, I tried adding <script src="https://babylonjs.com/inspector/babylonjs.inspector.bundle.js"></script> as the doc page seemed to indicate. Wrong! that also didn't work, so I swapped old BJS for new. [ checking some stuff... ] OK: in the old BJS.custom it is spelled getTranformationMatrix (missing s). [ I didn't do it! 😮 ] In newer BJS it is spelled getTransformationMatrix (with s) Sorry about my SNAFU.
  24. 3 points
    coolroar

    ZOOM through Space: update

    Hi All, ZOOM now has (optional) score keeping so we can now know who's the Top Space Ace! Other changes: Choose your computer's power: see deeper into space if you've got the horsepower. Better object position randomization. Smoother frame rate degradation. Very easy learning curve. Obstacles grow a bit faster. Fly now at Jounce.Space! Thanks so much to BabylonJS's creators and contributors! See ya in space, Joe
  25. 2 points
    Deltakosh

    Please read FIRST

    This forum 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 babylon.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! 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 our 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!