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  1. 2 likes
    and new version http://www.babylonjs-playground.com/#1F17BQ#37 http://www.babylonjs-playground.com/#1F17BQ#43
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    1. you put it on multiple canvases, max size 4096x4096 2. baseText = new PIXI.BaseTexture(canvas) 3. tex = new PIXI.Texture(baseTex, new PIXI.Rectangle(x, y, width, height) ) You can also use rotations: http://pixijs.github.io/examples/#/demos/texture-rotate.js
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    Hi everyone, Kupiter is a studying tool that models the old Asteroids video game. Players shoot asteroids with letters on them to answer questions, and questions can be created and shared with others. The purpose of this project is to offer a unique way to study/learn by playing a game that is engaging and effective. Our website: kupiter.org Demo questions: kupiter.org/0000 The game features: Power-ups, weapons, bots, and explosions. Real-time leaderboards. Question importing from Quizlet Mobile device compatibility Kupiter was created using Phaser for the game itself, and nodeJS for the server back-end. All of the question sets are stored in a MongoDB database. Try it out and let me know what you think! Thanks, Kevin
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    http://opengameart.org/ has a lot of stuff and many of the artists who submit assets also have their own sites where you can order a commission for custom art.
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    Graphicriver have a great range of graphics for some very good prices. Here is an example of one. https://graphicriver.net/item/jump-game-kits/9998158?s_rank=20 You can also try and get some artists to make some custom assets for you at fiverr.com. Another example here https://www.fiverr.com/zeeshan719/design-game-ui-for-you?context=advanced_search&context_type=auto&context_referrer=search_gigs&ref_ctx_id=e7411688-cd29-42b1-a343-2872526fd356&pckg_id=1&pos=17&funnel=45cc7db8-0089-4645-9bbf-3a5a5d61a48d there are plenty of free artwork websites available, such as http://opengameart.org/ which are usually royalty free. Hope this helps
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    Alex_h's solution works well, but it completely disables caching which adds unnecessary server load and increases load time for the end user. I like his other suggestion better which is to do something like this: <script type="text/javascript" src="logic.js?ver=1.2.3"></script> This simple solution preserves the advantages of caching. However, you have to either manually update the version number every time logic.js changes, or else set up your build tools to update the version number for you. PHP to the rescue: <script type="text/javascript" src="logic.js?cb=<?php echo date("dHis",filemtime("logic.js")) ?>"></script> This solution preserves caching while ensuring the end user always receives the latest version of logic.js, but without the need for manual updates or build tool changes.
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    Can you extract/move this code into a Player class? That will be simpler than sharing the code among states.
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    Hello this is because your meshes share the same material. You have to create a new one for your mesh before setting up the new texture
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    So: - your formula is correct - MatricesIndices are int values. Every int is actually made of 4 bytes (one per matrix) - WorldMatrix comes from the mesh and is comptued by babylonjs based on mesh position, etc. -You cannot get the updated position as they are not stored by computed live by shaders But if you really want to get these values, you can turn off shader computation for bones with mesh.computeBonesUsingShaders = false. In this case this code uses the CPU to compute bones:https://github.com/BabylonJS/Babylon.js/blob/master/src/Mesh/babylon.mesh.ts#L2617
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    Try adding photonstorm/phaser/blob/master/v2/build/creature.js after your phaser script.
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    Ah okay, thanks! I've been playing around with a simple particle emitter because, why not.. and I've got it to roughly 30k with multiple textures still at 60fps. I crated some simple pooling and lightweight gravity and velocity "physics". Thanks for the response
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    just look at this real beauty: https://www.jamesallen.com/loose-diamonds/round-cut/1.02-carat-g-color-vs2-clarity-ideal-cut-sku-2359303 just give it a spin
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    Thanks for the comments. I still find it confusing that I have to choose one of the meshes to be the parent just to get a compound impostor. Is there a non-mesh grouping object I could use as the parent instead of a mesh with an impostor attached? Also, it is confusing that the parenting system requires an exact sequence in setting the physicsImpostor on the parent and child (i.e., child must be set first). Shouldn’t it not matter and you be able to recompose arbitrary groups of meshes into/out of compound impostor groupings? The parent/child of BabylonJS without physics is a lot less constrained than when using physics. But if you start using impostors and expecting things to work when you parent things, suddenly you have to follow rules such as the sequence you set impostors. It seems like the type system/API makes it easy to do things that won’t work with the new way ;-). Maybe some of these issues could be resolved with documentation updates.