Popular Content

Showing most liked content on 05/24/2017 in all areas

  1. This post cannot be displayed because it is in a forum which requires at least 5 posts to view.
  2. 4 likes
    So! Commited - https://github.com/BabylonJS/Babylon.js/pull/877 . a very simple demo can be found here - http://raananweber.com/physics/ . Using Jerome's ExtrudeShape :-) The MeshImpostor will use this implementation from now on. It can be used on all types of meshes. The only catch - it only intersects with spheres.
  3. 3 likes
    Hi, for whatever reason all BabylonHx topics were moved to Haxe JS forum. Anyway, BabylonHx 2.0 is on github and its a fresh (from scratch) port of Babylon.js 2.0.0. You can read original post about new version here, on the bottom of the page: http://www.html5gamedevs.com/topic/3269-babylonhx-haxeopenfl-port-of-babylonjs/
  4. 3 likes
    Thanks @Dad72 for clearing up... Btw... I got much respect for @NasimiAsl he is the shader guru 👍
  5. 2 likes
    just a bit of advice - don't go with https://github.com/jeremyfa/node-ts2hx these converters are no good for real world projects, especially for a big one like babylonjs. they work on simple stuff, but give it for example https://github.com/BabylonJS/Babylon.js/blob/master/src/babylon.engine.ts and it will dye. as the author said 'it was a proof of concept' anyway. ts and haxe have similar enough syntax to use ts file and start doing conversion to haxe 'by hand'. this is my approach and it worked well. its just an advice though. anyway, if you guys are interested in keeping babylonhx alive and if you want to take active part in its development I might consider getting back to it. its too much work for a single person.
  6. 2 likes
    You might take a look at what might be salvaged from SSSynthesiser. The topic was http://www.html5gamedevs.com/topic/15060-wave-synth-sound-engine/#comment-102291
  7. 2 likes
    Thanks. Looks like it's a bug with PointerEvents because if I set window.PointerEvent = null it falls back to mouse events and works. I opened an issue on GitHub. Mouseup also tracks onContextMenu up.
  8. 2 likes
    BabylonHx is now even more powerful. Its compatible with both Snow and Lime !
  9. This post cannot be displayed because it is in a forum which requires at least 5 posts to view.
  10. 1 like
    no worry i start and you can join anytime you want and i research about best way to convert too
  11. 1 like
    thanks i respect all people in here this is best knowledge community at all maybe i start .hx project for babylonjs need review before i start
  12. 1 like
    In effect, it makes things great with ShaderBuilder and CustomMaterial.
  13. 1 like
    I wasn't trying to be a dick or anything... I luv BabylonJS... and really liked the BabylonHx concept... I realize it can't be maintained in haxe anymore... not trying to put anyone down or anything... again... just sorry to see it go. i did not mean to offend anyone 😊
  14. 1 like
    Way 1: It's gonna be very difficult to prevent cheating if the client is authoritative about its state. You could limit some things like teleporting across the map, but it wouldn't be possible to detect things like teleporting a small distance. Way 2: This would definitely make cheating more difficult, at least in regard to movement. But it's more complicated to implement. In the end it depends on the type of the game and what you want to achieve. If the game gets popular, it's bound to have a lot of people trying to cheat – that's one thing to keep in mind. Way 2 will also need stronger server. Personally, I would go for way 2. Cheating can kill a game – that's basically the main reason. I wouldn't implement it in the way @space_elevators said though. That approach would cause visible lag and make the game borderline unplayable. I would use client-side prediction and server reconciliation techniques mentioned in the article in my previous comment. What @space_elevators described is called entity interpolation and is used for entities of other players, not the user's entity/character. Other resources about this topic (though imho more difficult to understand, they do go more deeply into it): Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization by Yahn W. Bernier from Valve. What every programmer needs to know about game networking by Glenn Fiedler. Real Time Multiplayer in HTML5 by Sven Bergström. I would start with this one. It's for HTML5 and Sven explains it really really well.
  15. 1 like
    How about the https://webaudio.github.io/web-midi-api/? It sounds like it's what we are looking for. EDIT: Here is a neat tutorial with demo included (https://www.toptal.com/web/creating-browser-based-audio-applications-controlled-by-midi-hardware) but it looks like it's more about playing the MIDI via the web but the W3C specs also hinted on events from the MIDI device about the notes being played (https://webaudio.github.io/web-midi-api/#MIDIMessageEvent).
  16. 1 like
    Otherwise, you've got the documentation: http://doc.babylonjs.com/overviews/webvr_camera, 2 videos we've made: - https://channel9.msdn.com/events/Build/2017/P4097 - https://channel9.msdn.com/events/Build/2017/T6987 And some samples: - loading a scene and switching to VR (with feature detection for fallback): http://playground.babylonjs.com/#YITJU9#2 - a relatively simple 3D scene using the same approach: http://playground.babylonjs.com/#ASDZLT#2 And as @Sebavan said, you need a user's interaction to render the scene in the headset (at least required by Chrome as far as I remember, not sure it's specified by the spec). Your feedback is interesting as I'm currently working on a tutorial on WebVR and Babylon.js. I'll integrate a very simple sample based on what you're suggesting. Thanks, David
  17. This post cannot be displayed because it is in a forum which requires at least 5 posts to view.
  18. 1 like
    http://www.babylonjs-playground.com/#8JJWNB#2 Click on the FPS counter to start in VR Mode.
  19. 1 like
    Typically in game development to ensure an object moves relative to your physics rather than the CPU cycles, you use a time delta variable which corrects any variations in the run time between frames, It sounds a little complex at first but actually it's quite simple. I'm not a phaser pro but I know there's an article here discussing a case with phaser and the requirement for time delta: https://gamedev.stackexchange.com/questions/125258/does-phaser-arcade-body-velocity-include-deltatime-or-not The post isnt very clear and I've never had to document it myself so I'll struggle to explain it succinctly but basically, once you have the deltaTime you can just multiple your variables by that number and it results in smooth transitions. I use it all the time. e.g. (pseudo code) object.y += 50 * deltaTime