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Showing content with the highest reputation since 06/15/2018 in all areas

  1. 8 points
    Cryptovoxels is my ethereum virtual world. You can buy parcels of land in the world, then build shops and stores using the in world voxel tools. I started this project in babylon.js about 3 months ago and sold the first parcels of land last week. A video of the editing tools: The world is multiuser, I use websockets + a node.js server (using babylon on the server side) so that you can see other players as they explore the world. The voxel engine uses a greedy mesher with ambient occlusion to generate the meshes, and then a custom fragment shader to do the texture lookup in a texture atlas. The performance is really good on mobile, and it works well in VR as well (mobile VR and desktop). Babylon.js has been really awesome to work with, the typescript bindings are great and the playground has helped me out heaps. I also created a .docset file for browsing the documentation using Dash on os x. Glad to be part of babylon.js community!
  2. 5 points
    This is an experimental project, and I've done it with Babylon and cannon, and its material presentation depends on babylonjs, and its physical effects depend on cannonjs. You can choose different weather effects: storm, sunny day, evening, midnight; You can control the direction of the car by [w, s, a, d] and control the brake by the space bar. You can use the "View" button to switch between the inside View and the outside View This project is constructed by TypeScript and managed by project engineering through webpack. github.io: https://renjianfeng.github.io/LimitTransport/released/ cdn: http://rally.xidayun.com/ github : https://github.com/renjianfeng/LimitTransport
  3. 4 points
    Hi Everyone, I recently launched a preview version of my game made with BJS, and you can try it here. It's a 3d billiards game, but currently only Snooker available in this preview version. Hope you'll like it, and have fun. It currently supports these browsers on desktop: Firefox, Chrome, Safari and Edge. (To BJS team: I have added a "powered by babylon.js" in the 'about' page of the game, please let me know if it is allowed to use your logo, and if I have used the right logo, since I just grabbed it from your home page, and converted to png.)
  4. 3 points
    Deltakosh

    Can imported meshes cast shadows?

    Just for the sake of it, it is also now possible to call: shadowGenerator.addShadowCaster(mesh); Because, well, less code is better
  5. 3 points
    Sebavan

    VideoTexture not working on ios

    @Asagi I have just published the fix : https://www.babylonjs-playground.com/debug.html#CHQ4T#108 A couple of issues where found in the webcam managenement. From your sample, on IOS maxWidth and maxHeight are not supported on IOS you need to use width and height instead with allowed resolution. Hope that helps.
  6. 3 points
    Here's an SPS version. By no means perfect and still a lot of work to do but here are some boxes that have a (albeit stretched) shared texture and different words on each box. https://www.babylonjs-playground.com/#A9K31I#3
  7. 3 points
    TomaszFurca

    Slavs - slavian rpg game

    "In next week we will start with closed alpha test! Also we will launch test website of game to start collecting users. Just wait for information." - https://www.facebook.com/slavsGame/ There is video of alpha map: What we do in last time? - generate SPS on planes from Blender to allow to prepare full scene context in Blender - integrate game client with website (user authorization) - textures optimization - balance attributes to feel character upgrade after lvl up - a lot of fixes and improvements So in next week I want to send to people access to alpha version to test together our work. We spent on in 1 year and 3 months. Would be fine to prepare game to end of this year, i think about final version. I am proud of BJS Engine! This allow me makes my dreams comes true!
  8. 3 points
    enriqueto

    [Phaser] Soccer Snakes

    Its game play is original. It uses p2.js for physics and the excellent spriter library for the bones animations. An iteration with power-ups and a tournament structure should follow. Hopefully it performs well. I guess it will because it has good ingredients: snakes + football + occasional explosions. Play it here.
  9. 3 points
    Pryme8

    Lamps on Babylon / Open Contest!

    You are talking about real time global illumination... once we have access to webGL 3.0 scope you could voxalize the scene http://simonstechblog.blogspot.com/2013/01/implementing-voxel-cone-tracing.html but till then: https://github.com/iryoku/separable-sss/blob/master/SeparableSSS.h <- might be able to reference this http://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch16.html http://codeflow.org/entries/2012/aug/25/webgl-deferred-irradiance-volumes/ https://threejs.org/examples/webgl_simple_gi.html http://realtimeradiosity.com/demos/ https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Translucent_Surfaces https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Translucent_Bodies http://people.compute.dtu.dk/jerf/papers/dirsss.pdf http://www.pixelnerve.com/webgl/sss/sss_multilight.html <-- Best bet.
  10. 2 points
    I released my first Phaser project last week on Kongregate. I'd love any feedback anyone here might have about how to make this project (and future projects) better! Additionally, if anyone has advice for successfully releasing/shipping/marketing games, I'm all ears for that too. 🙂 Solve challenging real time puzzles to unlock portals that take you to new more advanced worlds. Perfect your navigation of each level to unlock bronze, silver, and gold time trial medals. Play the game here: unstablegame.com
  11. 2 points
    I always struggle to understand which eye this song is referring to
  12. 2 points
    Pryme8

    Lamps on Babylon / Open Contest!

    I just realized we have reflection probes... why not modify them and use the same idea but for GI probes?
  13. 2 points
    Fer-AR

    How remove aliasing in .gltf

    @Nabroski You say my shampu.3ds model? The original is a .obj that I downloaded from Internet. Now I will make my own designs to continue learning to use Babylon.
  14. 2 points
    Wingnut

    GUI 2d shapes

    https://www.babylonjs-playground.com/#FK4J1H#2 Kicked its butt. heh.
  15. 2 points
    bghgary

    GLTF dont apply alpha/transparency

    This is an issue with the material interface. In order to get alphaMode set in the glTF, you have to set the BaseColorFactor's alpha to something smaller than 1.0. Like this: If this is an issue, please post something in the glTF-Blender-Exporter repo.
  16. 2 points
    enriqueto

    [Phaser] FootChinko WC18

    FootChinko WC18 edition. Available for licensing. Play it here.
  17. 2 points
    Wingnut

    The Wingnut Chronicles

    Thanks DK! Deltakosh burns yet another bug with his giant sun-powered magnifying glass. Ok, so, in another part of the forum... we've been talking about virtual joysticks and "drag-pucks". I recently "found" another "round" custom GUI control. It's only the 2nd round GUI control we have ever seen. ColorPicker was the first, I think. They are REALLY square-shaped... but they have round stuff drawn on them, and that is cool. https://www.babylonjs-playground.com/#HMF7MI#1 Click on left box, and this "control" turns-on... not too bad at all! It allows puck-drag outside of its ring, and seems to use MANY "containers"... but... NICELY CODED!!! Ain't it pretty? I wish I knew who coded this. It's nice. I hope I can code that pretty... when I grow up. Another custom GUI control... YAY! You guys are all geniuses! Someday... I'm gonna make my own custom GUI control... and then I'll be somebody. Our meterControl is close-to production-ready... but... SO many "flesh-out" questions still un-answered. There's really no "best practices" for writing custom GUI controls... other than... follow the rules for observers and containment/measuring. In general, it's a wide-open oppor-tuna-fish... full freedom... IF you know how to do a little 2D canvas drawing (draw the widget parts). Ever thought about a "universal scene-controller dashboard"? 4 sliders, 4 switches, two drag-pucks (trackballs), 4 digital readouts, a couple of "orbiters"... etc. None of it is wired-up to ANYTHING in the scene... they are just un-observed controls. Turn it on in any scene... it uses just a little bottom-of-screen space. Then... user can quickly "bind" control values... to in-scene properties and method-calls. Much like DatGUI I guess. hmm. Universal dashboard would be MUCH PRETTIER than datGUI, though. Hell... Deltakosh's Grid-Underlayed, Real-Time Particle System Playground... is WAY WAY prettier than ANY datGUI I have ever seen. We GOT some beefy dashboard-making powers... if we want-to do that.
  18. 2 points
    Wingnut

    BJS Bloat and the Multi-Test JS line

    Sure we can. We can start a giant campaign to rally for a change to ECMAscript, right? We can gather our troops, and make a stance for truth, justice, and the javascript way. You got phone numbers and email addresses to Microsoft JS implementers, right DeltaCommando? Let's make some calls, maybe a movie-trailer-like promo piece... change the JS world forever! Okay, okay, that's probably too much hoopla. hmm. Darn. SO close to something yummy, yet so far.
  19. 2 points
    RaananW

    Animation Curves

    Hi @DylanD, When you start an animation you set a target framerate, and when supplying the keys you define what happens in each frame. The calculation of the next value (in the case you pasted a float) is done mathematically (and per default - linear). There are easing functions - http://doc.babylonjs.com/babylon101/animations#easing-functions, but they won't create curve. I had once a project where I needed to define animations between two points using curves, while showing those curves (think - rollercoaster animation). What I ended up using was the wonderful curve3 class (http://doc.babylonjs.com/how_to/how_to_use_curve3) together with Path3D (http://doc.babylonjs.com/how_to/how_to_use_path3d) to get the normals. I then passed it to animation keys (each point on the curve) and had the curve animation. I am sure there are other ways to achieve that, but I find this way to be clean and simple to implement. Check the examples and documentations (written by our awesome @jerome) and see if it helps yhou
  20. 2 points
    Weapon Plugin for Phaser 3 A Phaser 3 compatible port of the Weapon Plugin shipped with Phaser CE. This is a work in progress and is currently in beta. The functionality is working, but there's probably bugs and the API is not final. Please consider testing it out if you like the work we've put into this and would like to help shape the future of this project. How to use To install from npm: npm install phaser3-weapon-plugin@beta # if you use npm yarn add phaser3-weapon-plugin@beta # for yarn users See instructions in the readme on how to load the plugin in your game. The plugin files are also available in the dist folder. All the examples from the v2 plugin are in the repo, so you can get testing quickly. The port of the plugin was started by me, but @jdotrjs has helped extensively with debugging and implementing broken features.
  21. 1 point
    Wingnut

    GUI 2d shapes

    (Wingy playfully thwocks P8). You know what is wanted. A progress bar. No gradients. Leading edge/trailing edge moves one side to other. Only Microsoft would use gradients on progress bars. And they just animate side to side... to look cool. It has nothing to do with the actual progress line. Girls liked it, so they kept the effect on some Windows systems.... mostly the girly ones. heh. I think we can make a GUI progress meter... using GUI stuff. I think there could be two "ways". First, by making an "official" progress meter which is a single GUI control and has a proper-working getValue, setValue, and onValueChangeObservable. The other... a "back-alley" dirty mix-breed thing... made from assorted controls glued'n'screwed together, and needing custom jury-rigged getValue, setValue, and observers. I heard that @Deltakosh, primary author of the BJS GUI system... was a little bored lately, so perhaps he wants to make an official one FOR US. I think he really likes writing new controls. That's what I heard. I suspect that it is a slider control... without a slider block... and without onPointerDown/Move Observerables. Slider controls have/can-have a different color on each side of the slider button/block... so that's already coded. So if you can make the slider-button invisible or micro-narrow... you should have a working progress bar... using it's setValue.
  22. 1 point
    JohnK

    How to use multimaterial on merge meshes

    Added as example to docs
  23. 1 point
    RaananW

    Cannot call Dom object

    Loading the script in the head element will call the javascript before the DOM war generated. hence - the dom elements are null. if you use jquery, you can wrap it in a DOM-Ready function: $(function() { // code goes here }); but you can simply add the javascript at the bottom of the body tag, and it will be executed after the dom was loaded (if you dont create the DOM dynamically)
  24. 1 point
    Nockawa

    2D Shape, Disc wit inner radius

    you rock! and your documentation is still one of the best of the lib!
  25. 1 point
    losthope

    Server game programing

    https://github.com/uNetworking/uWebSockets not well documented, but somehow it's all obvious. my personal findings (general, not about uwebsockets): - some peoples connections have awful jitter (could be congestion control or anything) that one would probably simulate by randomly adding a sleep(500) anywhere - mobile isps: (some years ago) t-mobile d1 filtered ALL udp (i guess except dns/port 53, maybe not with a certain type of hole punching), vodaphone d2 did not, i will not try udp again, waste of time iMho, because i only have mobile internet - i tend to do premature [space optimization in the protocol] which halts prototyping - the "how do i do networking right" will stop development and nobody answers