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Showing most liked content on 12/12/2017 in all areas

  1. 2 points
    CreateFullScreen is not meant to be used in VR mode as there is no 3d applied (as it is a pure 2d :)) Only Texture mode makes sense in webvr mode as it will be integrated in the webVR rendering process
  2. 2 points
    Hi, http://playground.babylonjs.com/#PGRNB3#3 Here's an exemple using Dynamic textures to display red dots on the mesh uppon clicking. (on diffuse texture only, but it can work the same on normal and specular) Main issue in this example : Each face share the same UV area, so the red dot appears on every face (it happens often : If you have tileable textures on your walls for example...) If you have full control on your UV unwrapping, you can go with this method, otherwise it can be tough. Are you sure it's worth it over the Decal method ? It's flat texture in any case, so if you want to display some large hole in the wall (like a huge shell impact), you'll be limited by the amount of 3Dness you can get from Normal and Occlusion Maps, which is limited
  3. 1 point

    Supporting Shift key for virtual keyboard

    Updated PG; http://www.babylonjs-playground.com/#S7L7FE#9 PR; https://github.com/BabylonJS/Babylon.js/pull/3368 Added a "shiftState" instead of an boolean. Allowing a more mobile-like virtual keyboard, One click = Only next letter is upperCase. // Light blue key. Two clicks = Caps-lock on. // Light blue key & border. Three clicks = Caps-lock off. // default color & no border.
  4. 1 point

    Creating a Threaded Screw

  5. 1 point

    BabylonJS CharacterController

    A 3rd person character controller for BabylonJS source : https://github.com/ssatguru/BabylonJS-CharacterController docs: https://ssatguru.github.io/BabylonJS-CharacterController/ demo : https://ssatguru.github.io/BabylonJS-CharacterController/demo/ git download: https://github.com/ssatguru/BabylonJS-CharacterController/releases npm: https://www.npmjs.com/package/babylonjs-charactercontroller Originally developed as part of my Vishva project
  6. 1 point

    The whole game world/scene creation

    @splash27 - I'm not aware of any that specific. One year ago I took a popular ES6 + Webpack Starter Kit (no longer maintained) that is reasonably unopionated and added BabylonJS 2.5, but it also has React. When BabylonJS 3.1 comes out later this month I am planning to do an update (and mark my repo as deprecated): https://github.com/brianzinn/react-redux-babylonjs-starter-kit Probably the best thing to do is find a more generic starter kit and add BabylonJS yourself. BabylonJS NPM is only on versions >= 3.1.0-alpha3.4. To be honest if I was starting a new project then I would go with TypeScript
  7. 1 point
    As an exercise, I implemented the custom keyboard as a TS class. It uses 2 keyboards internally, with only 1 being active at a time. This makes it easier to have different key layouts. CustomKeyboard.ts
  8. 1 point

    coordinates world

    many thanks, It helped me a lot, I had rotated the camera and that's why I moved in two directions at the same time ...
  9. 1 point
    @Deltakosh I'll make a PR tomorrow if i have a bit of spare time.
  10. 1 point

    Using typescript in the playground

    It's only JavaScript. Although, TypeScript is a superset it would still require transpiling. You can use all the ES6 goodness in a modern browser and otherwise not much difference except the typing...
  11. 1 point
    Hiya inteja... good to see you again. https://www.babylonjs-playground.com/#I4VGK#2 It's all broken, due to stale URL's... but... there's a little bit of everything going-on there. A possibility for you... would be to "hack" a small portion of the context2d image buffer... with a special patch of damage-texture (perhaps one of MANY damage texture-patches). (subTextures?) Anyway, that PG might be useful. I found it with a PG-search for context2d. Context2d is the heart of dynamicTextures, as you likely know. Remember that dynamicTexture.update() is IMPERATIVE. I always forgot that. I think DK had to remind me 3 different times... about that. I'm going brain dead. Writing "subTextures" might be covered HERE. There also seems to be some utility functions in THIS PG.
  12. 1 point
    Airmash is a top down multiplayer missile warfare game. As far as WebGL goes, the most interesting thing technically is the map. It is a 32768x16384 map of the world generated dynamically by only 1.5 MB of downloaded data. (No Antarctica though ) Network wise, the netcode is very efficient and can handle hundreds of players at the same place. Play here: https://airma.sh/
  13. 1 point
    Thanks Ivan! using PIXI SVG Graphics is giving me great results, cheers.
  14. 1 point
    http://pixijs.io/examples/#/layers/lighting.js That principle can be used for many things. That demo is using "layers" plugin (https://github.com/pixijs/pixi-display), but for just one torch you dont need it.