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Showing most liked content on 10/20/2017 in all areas

  1. 3 points
    aFalcon

    BABYLON.Augmented Reality ... in AR.JS

    SOLUTION: Babylon AR in Ionic App ~ with HTML5 WebCam... That was intense... !
  2. 2 points
    shmikucis

    [WIP][Phaser] Dreams vs Nightmares

    This is my latest game - Dreams vs Nightmares http://build.games . Nightmares are attacking fluffy Catnap and dreams defend it. The game is in Plants vs Zombies style with 6 levels of gameplay. I'm planing to add more levels and introduce some new defenders or attackers each level. Any ideas are welcome Dreams vs Nightmares are build with Phaser. And I used online collaboration tool MyGameBuilder. Also there is a community contributing with pixelart and music which was quite handy for me. Btw, link to a project if you find it interesting https://v2.mygamebuilder.com/u/guntis/projects/Dreams vs Nightmares?_fp=chat.P_fSriL4uw2W4kY8Liu_ Printscreen from intro animation Some action in last levels
  3. 1 point
    My Game Builder allows you to make games with JavaScript, Phaser, or no code at all. You can pull up your workstation from anywhere, at anytime, and work together on projects. There is real time "google docs" style collaboration. Any game you see can be viewed with full source to see exactly how every part was put together, and forked to make your own "mod" of it or to just mess around. Tutorials are included for art, programming, or whatever else you want to brush up on. http://build.games
  4. 1 point
    Howdy! To your questions: 1. Yes, isPickable is true per default : https://github.com/BabylonJS/Babylon.js/blob/master/src/Mesh/babylon.abstractMesh.ts#L191 2. No, it will be filtered by the default predicate: https://github.com/BabylonJS/Babylon.js/blob/master/src/babylon.scene.ts#L1421 (should be visible, enabled, ready, and pickable)
  5. 1 point
    We are trying out Phaser game concepts for beginners. Basically you are going through examples and completing tasks. There is a small but responsive community which checks tasks and gives advises. The exact url is here: https://v2.mygamebuilder.com/learn/code/phaser
  6. 1 point
    brianzinn

    BABYLON.Augmented Reality ... in AR.JS

    The waiting is intense, too!! Can't wait to see some online sample or code! Thanks for sharing your experience.
  7. 1 point
    brianzinn

    VR other devices

    I'll try a few things this weekend. The distances in BJS look like meters and the distortionK's probably map to k1 & k2. The other ones may be optional or the same. Anyway, I will try it out and report any findings. Can't be too far from default settings as I can see the scene, but it's just blurry. Cheers.
  8. 1 point
    or translate before rotating: https://www.babylonjs-playground.com/index.html#PT66R3#11
  9. 1 point
    I think you can still rely on the bjs system https://www.babylonjs-playground.com/#RLQVGD
  10. 1 point
    RaananW

    VR other devices

    They are in the constructor for a specific reason The way the rigging system works prevents us from changing those parameters in real-time, hence - the need to have them fixed during object construction. Setting them dynamically should work, but might have side effects that can only be fixed with reconstructing the camera. About the mapping between the configuration values and babylon's values - there should be a correlation. It was implemented a long time ago (I am actually not sure by whom, I have to say), but was built on top of existing parameters.
  11. 1 point
    Small movements due to constant collision are expected. This is why the friction solved it. You can put the body to "sleep", which will only wake up after the next collision.
  12. 1 point
    The actual dimension matters. When the atlas is loaded it's decompressed from whatever format it is (png, jpeg) into pure bitmap (well, some gpus are able to use certain compressions natively, but let's not go there). That means your bitmap font will take exactly the same memory as any other atlas of the same dimensions. Afaik, the dimensions matter only for GPUs, i.e. webgl mode. They have a certain max size that they support, which makes sense if you think about how GPU works.
  13. 1 point
    samme

    Overlap Between Emitter and Group

    You need to use the collide argument in Emitter#makeParticles.
  14. 1 point
    Deltakosh

    Lightmap With OcclusionMap Support

    Hello we need to first release a version of your toolkit. I cannot keep adding features without giving the export to the community. Please stop adding new feature just for a while, publish the tool and the documentation (you can even call it 0.5 if you want) Because so far, I can't even test what I add for you
  15. 1 point
    jerome

    Motion Blur available on Particles?

    Why not simply blurring the image used for the particle texture ? Maybe you could also implement some kind of particle trailing behavior and play with some decreasing alpha ... example of trailing particle principle (with a SPS here, but it's the same with the standard particle system) : http://jerome.bousquie.fr/BJS/demos/trailingParticles.html
  16. 1 point
    ben0bi

    Resize Texture

    I effectively need a way to get the texture scaled on pixel basis, to output the created texture as array to a selfmade LED screen. I use a RenderTexture which renders the whole screen, and want to rescale the texture (on pixel data basis, as said before). I cannot get it to work: tex = new RenderTexture(renderer, mywidth, myheight, PIXI.SCALE_MODE_NEAREST, scale) => I scaled it down to myWidth, myHeight but it only takes the myWidth, myHeight part on the screen itself and scales that one down, much blank space left. tex = new RenderTexture(renderer, renderer.width, renderer.height, PIXI_SCALE_MODE_NEAREST, scale) => scaling works and it takes the whole image, but the output texture is as big as the screen itself, also with much blank space. I can not find a way to get a 100x100 texture out of a 400x400 screen, scaled properly. Can anyone help here, please? And please, no sprites. I need the pixel data at the end (to remember, this is the third time. ) Thanks in advance for your answers. [EDIT] OK I got it, we need sprites. It works now. Here is my code for all who may need it. // get screen data. this.getScreenAsTexture = function(renderWidth, renderHeight) { // _PIXIRootStage is the container which has to be scaled and rendered to texture. // _PIXIRenderer is the renderer of this class. var renderer = _PIXIRenderer; // set render size if <= 0 if(renderWidth <= 0) renderWidth = renderer.width; if(renderHeight <= 0) renderHeight = renderer.height; // compute scaling factor. var scale = 1; var sc = renderWidth; var sc2 = renderer.width; if(renderHeight<renderWidth) //[edit] use smaller instead of bigger value. { sc = renderHeight; sc2 = renderer.height; } if(sc > 0 && sc2 > 0) scale = sc / sc2; // first, render the screen to a texture. var origTex = new PIXI.RenderTexture(renderer, renderer.width, renderer.height); origTex.render(_PIXIRootStage); // create sprite and container to resize the texture var stage = new PIXI.Container(); var sprite = new PIXI.Sprite(origTex); sprite.scale.x = scale; sprite.scale.y = scale; stage.addChild(sprite); // render the original again in scaled mode. var renderTex = new PIXI.RenderTexture(renderer, renderWidth, renderHeight); renderTex.render(stage); return renderTex; };
  17. 1 point
    JCPalmer

    GPU Instances vs merging

    Instances only help on the GPU and some call reduction. With WebGL being single threaded on the CPU side, instances cannot compete with a single mesh whether a merge or SPS. Each mesh has to have its world matrix created (unless frozen) as well as other overhead.