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Showing content with the highest reputation since 06/25/18 in all areas

  1. 18 points
    Deltakosh

    Babylon.js v3.3 is out!!!!

    We did it guys!!! Let's share the love: Feel free to retweet as much as you can!!!
  2. 15 points
    dbawel

    I Love This Forum

    Hey Devs and All, I'm just feeling a bit sentimental about how far this forum has come the past 4 years. @Deltakosh and @davrous ( + others) have given us a creative outlet that has turned into a new frontier. I just wanted to say how much I appreciate that I am able to come to a place that provides me not only technical advice, but I've made many new friends as well. Much love to you all. DB
  3. 13 points
    Dad72

    Web Game Editor (MMORPG)

    Hello, I'm proud to talk about version 2 of my MMORPG editor (FR and ENG) that I renamed to "Web Game Editor" instead of "HeroonEngine" which was a name that looked too much like another existing editor. This version 2 comes with a new, more modern, community-based website. It will be possible to find a manual and video tutorials for getting started, as well as a shop and a forum (FR and ENG). The editor has undergone many improvements, new features and various fixes to make it more stable, more functional and more successful. Some things have been totally rewritten. It will come with a small Integer demo that contains two terrain and plenty of media on offer. I should hopefully release version 2 in the month and make an announcement of its release. For the moment I present it here. I have been working on this editor for years since BabylonJS was born. The editor has been renamed 4 times and rewritten 3 times totally and this name is the last change. Content and features: Here is some screenshot:
  4. 11 points
    trevordev

    AmmoJS support

    Hey, AmmoJS physics plugin has been added to Babylon preview. It should work well with composite meshes which we've had trouble with in the past with other engines. Let me know if you find any issues or have any feedback. Note: Support for motors, soft bodies, other ammo specific features are not yet supported so yell if you need anything specific for your project. vid.mp4 Examples: Basic impostors: https://playground.babylonjs.com/#7149G4#31 Loading mesh and colliders from file: https://playground.babylonjs.com/#66PS52 Loading and adding colliders manually in Babylon: https://playground.babylonjs.com/#FD65RR Loading and adding collider with joints and pointer interactions: https://playground.babylonjs.com/#DGEP8N WebVR grabbing and throwing: https://playground.babylonjs.com/#ZNX043#1 Docs: https://doc.babylonjs.com/how_to/using_the_physics_engine
  5. 11 points
    Deltakosh

    Inspector v2.0

    Hey team!!! I'm so happy to start sharing what I was working on for some times: https://medium.com/@babylonjs/dev-log-creating-the-new-inspector-b15c50900205 I hope you like it as much as I like working on it This is the repo issue associated with it: https://github.com/BabylonJS/Babylon.js/issues/5415 I plan to merge it to master probably this Monday
  6. 11 points
    Here's a video I made that shows the process of using mocap data in a 3D web-page. Basically I did this: Used Perception Neuron suit to mocap dance move 3D scanned in my mate Used Blender to create avatar from scan and apply mocap dance Used CLO3D to add clothing Published on web using Babylon.js The live demo is at https://punkoffice.com/hype
  7. 10 points
    Awesome HTML5Dev community..: BABYLONJS on STEAM!!! Appreciation for BABYLONJS and HTML5GAMEDEVS ... special thanks: The game is called BOXiGON: https://store.steampowered.com/app/842490/BOXiGON/ GOAL: the entire purpose is to TEST THE HTML5 MARKETPLACE. Including: - attempt at FaceBook "Instant" - "MS App Store". - and braving the "HTML5~Portal~Jungle"!!! PURPOSE: figure out the "3DWebPipeline" then BabylonJS (Cinematics) "Episodic Visual Novels" - ready to roll. Post here if you have questions or comments. BABYLONJS TEAM Thank you,
  8. 10 points
    Hi Babylon.js community, It is my pleasure to announce BabylonCpp, a port of Babylon.js to C++, facilitating the creation of lightweight, cross-platform 3D games and applications with native performance. This port is a manual translation from the thousands and thousands of lines of Babylon.js TypeScript code into C/C++. Some history In 2015, I was looking for an interesting pet project. Due to my interest in 3D and modern C++, I stumbled upon Babylon 3D (C#/native port). I used this project as a starting point for mine and started updating the code with the latest code of Babylon.js. In beginning of 2017 - after a long time of porting, frustration and testing - I decided to publish the code on GitHub. Since then I kept updating the code and adding examples on daily basis. The Good TypeScript makes it really easy to port to C/C++ compared to JavaScript. For most parts, it is basically copying the code, updating to the proper syntax and updating the header. To get a good overview of the current state of the project I refer to the screenshots on the samples page. Not really a surprise, but if you look at the samples code you will see that the API looks very similar to the one of Babylon.js. Not all functionality is supported yet, but this a work in progress. I am really pleased with the performance of Babylon.js and the speedup of BabylonCpp. I am aware that I am comparing apples and oranges but I can give you some numbers. On my Intel NUC NUC7i5BNHX1 (Intel Iris Plus Graphics 640 GPU) I am getting the following numbers for the relatively simple Grid material example for a resolution 1680x1050 on Fedora 28: Babylon.js engine (v3.3.0-rc.3), Firefox 62.0: +/- 15% fluctuating CPU load, 270 MB RAM usage, fluctuating fps between 45-60 fps BabylonCpp (library size is 7.6 MB): constant 2% CPU load, 16 MB RAM usage, constant frame rate of 60 fps Some possible use cases of BabylonCpp include: Native apps development on iOS, Android Using the library as a WebAssembly module Using the library in existing desktop applications or integrating third-party libraries (i.e. Recast & Detour, Bullet Physics engine, etc.) Technical exploration (i.e. testing functionality that is in OpenGL and not yet in WebGL, supporting Vulkan API) The bad Most of the time goes into keeping up with all the Babylon.js code changes. Every month I take a snapshot of the latest code and port the changes into my version. As a result, the code is always very up-to-date but code on which people are still working or that might be thrown away in later versions is also integrated. An alternative I am going to follow for Babylon.js 3.3 is sticking with the stable version and focus mainly on features and stability. Porting will be done in a branches and less frequently. Not all code can be easily ported. For instance, C++ does not have reflection. There are third-party libraries available to support this, but this means introducing a new dependency. ...and the Ugly Linux is my main development platform. The code compiles on Windows (MSVC 2017) and OS X but is not really tested and buggy. On Linux I am also getting different behaviour between the debug and the release version. So the library is for moment only really usable on Linux in debug mode... Looking forward to hear what you think about the project or where you want to use it. If you have some suggestions for improvement or want to contribute or help resolving some of the issues described above feel free to contact me any time or let them know in this forum, it certainly would help a lot! Cheers, Sam
  9. 9 points
    Luaacro

    BabylonJS Editor V2

    Hello awsome community! The BabylonJS Editor V2 is now available and online! It comes with a web version and a native desktop application (Electron)! From the V1, this new editor comes with a better user interface and more tools to write less, less, less lines of code Demo This demo video shows a project 100% made inside the editor. It includes custom scripts written using TypeScript, path finding, custom post-process and custom animations Features Create and edit particle systems Create and edit animations Create and edit lens flares systems Create and edit physics states on meshes Create and edit materials (including materials library) Add and edit sounds Add and edit textures (including render target textures & procedural textures) Save projects on OneDrive / local with Electron Deploy project template on OneDrive / local with Electron Scene graph view Create and edit custom post-process Create and edit custom materials Attach custom scripts (JavaScript and TypeScript) to your objects Test your scenes with debug support Video tutorials The documentation is available in the BabylonJS Documentation but now comes with videos to illustrate the written documentation: https://www.youtube.com/channel/UCNogU8tcA5IegFvMwE2Rckw/playlists Some links Full documentation: http://doc.babylonjs.com/resources/ Editor: http://editor.babylonjs.com/ Desktop Application: http://doc.babylonjs.com/resources/getting_started Git Repository: https://github.com/BabylonJS/Editor Conclusion If you encounter a bug, don't hesitate to report in the forum and I'll make my best to resolve it. Thanks for being BabylonJS users. Hope you'll like using this editor
  10. 9 points
    Hey, Gizmo's (position, rotation, scale, bounding box) and Mesh behaviors (pointerDrag, sixDofDrag) have been added to the latest Babylon preview. Gizmo docs Mesh behaviors docs GizmoManager playground GLTF bounding box playground Please let me know if you have any feedback. Thanks! 2018-07-06_10-08-12.mp4 2018-07-06_10-11-54.mp4
  11. 9 points
    Deltakosh

    Deltakosh out for 2 weeks

    Hey team! I'll be out for two weeks going to some needed vacations Do not expect any answers from me during this timeframe See you all in 2 weeks!!
  12. 9 points
    Hello. I'm working on a fighter game, and while it's not finished yet, you can enjoy it ahead of time via video, which is open source, and I'll post its github address when I finish the first phase. //On October 8, github address:https://github.com/renjianfeng/flightSimulator github.io:https://renjianfeng.github.io/flightSimulator/released/index.html update:On October 21, new video:
  13. 9 points
    shirley

    The Earth Magnetic Field

    This is an scene showing the earth magnetic field. Link: EarthMagneticField The buttons on the right:
  14. 9 points
    JohnK

    Bezier Surface

    I was inspired by this topic to produce a bezier surface. The surface is not a mesh but a logical object that contains the data from which you can build the mesh using a ribbon. I restricted myself to a bicubic surface. Over the next weeks I will add some other methods and who know perhaps try to write a typescript version and PR it. This PG animates the surface by changing the control points, https://www.babylonjs-playground.com/#KT9EE7#1 In this PG you can move the control points (purple spheres) in the direction of the chosen axis. Click on a control to move the axes to that control, click on a cone to set the axis along which you move the control ( done by giving mesh behaviours a go) then drag the control https://www.babylonjs-playground.com/#KT9EE7#2 Work still in progress. have fun.
  15. 9 points
    ozRocker

    Dancing in tracksuit pants

    Another demo with fabric animation. Just some dude who's doing some cool dance moves. https://punkoffice.com/tracksuit/
  16. 9 points
    Deltakosh

    Playground saved scenes hosed

    Thank you guys..I was a fun wake up for me 6am: my inbox full of alerts, 2 issues created on the repo. I jumped naked from my bed to my office 6:30am: Issue seems to come from the snippet server not able to communicate anymore with our azure SQL server. 6:45am: Ok the SQL server is forcefully refusing all incoming requests. 7am: Even with no firewall, all incoming connections are rejected. Opening a ticket. I have to pay to get support. Closing the ticket 8am: My daughter woke up. I need to dress and to stop my investigation but seems related to a hard limit linked to the subscription I'm using (Free) 9am: Ok my daughter is at school, let's go back to business 9:15am: Bumping the SQL Server instance to a bigger subscription. Problem solved
  17. 8 points
    coolroar

    Star

    I keep changing my avatar. A character defect? 🤒 Anyway I created it using BJS: https://www.babylonjs-playground.com/#SVZL1I#3 https://www.babylonjs-playground.com/#SVZL1I#4 I needed to take a break from long-term projects, so I did this instant gratification stuff. 😁 Take a look, they're short, fun, & tinkerable!
  18. 8 points
    SinhNQ

    Combine Babylon.js with Pixi.js

    Hello, * Introducing a bit of pixi.js: pixi.js has full webgl support, a best framework for 2D game with rendering very fast. Would be great if you want make UI game with pixi.js and combine with babylon.js. (Will I get paid for advertising? NO..🤣) Demo babylon.js + pixi.js : https://jsfiddle.net/y5q7Lb1v/21/ This is a perfect duo for your web game world, which you can create high quality games. 😁 Moreover, you can also use GSAP for creating high-performance animations. Demo babylon.js + pixi.js + GSAP lib: https://jsfiddle.net/y5q7Lb1v/28/
  19. 8 points
    The Babylon Toolkit Getting Started Video
  20. 8 points
    NasimiAsl

    geometry Builder product design

    full design bu GeometryBuilder | size :GB model size = 50 kb with html - main .obj model size = 65 MB https://demos.5kb.me/Revival/index4.html
  21. 7 points
    Hi all, I've created this sub-forum specifically for discussion about Facebook Instant Games. Use it to chat about the API, ask questions and post links to tutorials or code you've found useful. It doesn't matter what HTML5 game framework you're using (if any), but if you are using one, please say so in your post, so others can better help you. The FB API is the same regardless, but how you implement it is likely framework specific. This forum will be moderated by Facebook Instant Games staff where possible. Cheers, Rich
  22. 7 points
    Deltakosh

    Inspector v2.0 is ready for testing

    He is here and already deployed to sandbox and Playground Feel free to report any issue!
  23. 7 points
    I made a progress bar using two rectangles, a container and a text block, here I thought I would share because I am very proud of myself ! You can find the code to run it just here: https://playground.babylonjs.com/ts.html#P3XLK9
  24. 7 points
    Dad72

    Web Game Editor (MMORPG Editor)

    Hello, I announce the release of Web Game Editor. More info here: http://www.html5gamedevs.com/topic/39884-web-game-editor-mmorpg/ Link of the site:=> http://www.web-game-editor.actifgames.com/ To download the editor you must be registered on the site. Feel free to consult the manual and tutorials videos or ask questions on the forum. You welcome. I hope you like this new version. There is still work to be done, but this version is more accomplished than the previous ones. Be sure that I will make every effort to make this editor as functional as possible with regular updates. Have fun. Some pictures:
  25. 7 points
    jalex

    [WIP] Classic Space Adventure

    I have created a platform game in 2D for the desktop that is based on the Classic Space theme by LEGO. It is still under testing so I will make a new post later on when it is finished, but here is a little preview of the game. It is written from scratch in Javascript without using any libraries (except for jQuery sometimes), and since it is quite big it probably takes more then 5 hours to finish. In total there are 6 bosses and about 50 different enemies. The graphical style is a mix between Nintendo 8-bit and C64. I also wonder if you got any tips on how I can spread this game to a bigger audience?
  26. 7 points
    Mike018

    My Phaser Story

    Over a year and a half ago, I started to learn how to program while using Phaser. Since then I've released a number of mobile apps that have been commercially successful and allowed me to work from home and basically do anything I want with my life. Since I've had a blast working with Phaser, had lots of help from the community, and have anxiously waited for every Phaser newsletter since I started using it, I figured I should share my little story with you guys. I'm one of the few who uses Phaser solely for mobile apps, but I never actually planned on doing that. 2 years ago my friend and I were developing a language learning app focused on writing the alphabet of non-latin based languages. We were using html5 canvas for our writing recognition using a custom framework my friend made and I wanted to add some cool effects to the writing strokes. But had no idea how to do it and at the time, I couldn't print a "Hello World" from memory! Looking for a solution, I stumbled upon Phaser and slowly learned how to program while making a bunch of little prototypes. I never actually intended to make a commercial game with it though. Fast forward a few months and my friend, the programmer of the writing app, got married and took a month off. I decided to spend that month making a small language learning game with Phaser. I made a very simple game where you learn numbers and colors and I was like... you know what? I'm just gonna release this even though people probably won't like it and there's almost no content. I made one app for Japanese and copied everything over and made one for Korean as well. Within a month both of them were getting ~1,500 downloads a day, which was better than our writing apps. I was pretty surprised because the game was clearly not finished, and you could blow through all the content within 30 minutes, but the vast majority of people only had positive things to say about it. Since Phaser was the only thing I had experience in and I loved working with it, I continued to use Phaser even though I had no plans on doing anything with web. I then spent the next 4 months adding a lot more categories, hired professional voice actors to voice all the words, and added more languages, and the app really took off after that. The rest is history. From lurking on this forum for quite a while, I've noticed that finances comes up quite a bit. What I did, which will work if you don't have any location-specific responsibilities, would be to move to a very cheap place, go abroad if you are in a developed country. I saved up $10k and moved to China & Taiwan for about 2 years, spending an average $60 - 120 / month for rent. This gave me a 1.5 year runway whereas if I stayed in the states, that money would have barely lasted me 5 months with the same lifestyle I enjoyed in China & Taiwan. This was crucial because I was able to completely focus on learning and developing, ignore every part-time job offer that came up, and still being able to live a full life of traveling, eating out, extracurricular activities, and having fun every weekend, which is crucial for efficiency. And that's my Phaser story. Thanks to Rich for an excellent product, without it, maybe I wouldn't have learned how to program. iOS and Android links: https://jernung.com/infinite
  27. 7 points
    Hi there! I've created a detailed tutorial on how to create a full cross-platforms WebGL game (using Babylon.js of course) from mobile touch devices, to desktop up to VR! https://www.davrous.com/2018/08/14/using-webgl-and-pwa-to-build-an-adaptative-game-for-touch-mouse-and-vr-devices/ I've tried to create small samples for each section often pointing to the playground to explain you how to do each part. I hope it will help people discovering some Babylon.js principles and will also generate some forks to create other fun 3d experiences! At last, I'm explaining how to manage properly offline via a Service Worker coming from PWA coupled with our embedded IndexedDB layer. As a bonus, you'll discover how to push your game to the Microsoft Store Hope you'll like it! Cheers, David
  28. 7 points
    Deltakosh

    Please read FIRST

    This forum is used to ask questions about the framework's features, and about subjects you don't quite understand. Don't know how to use CSG? Don't understand what a physics body impostor is? this is the place for you. Please don't forget: Show us what you did so far. We are all very happy to help (always), but we won't do your homework for you. Start a playground, share a link! A functional demo (with a question at the end) will give everyone the chance to understand what you mean. If you share an external link, have the babylon.max.js version available on the server. Otherwise it is impossible to debug. If this is not possible - share some code. Unless it is a philosophical question about the life, Babylon.js and everything, code is the right way to go. Try searching the forum before submitting a question. Chances are, this question was already asked by a different user and was already answers. Pro tip - the forum's search (thou revamped) misses topics from time to time. Try searching using google/bing/duckduckgo/altavista, adding "babylon.js" before your question. If you have your question answered, mark it as solved using a tag. This will surely help other people in the future! Some general Guidelines: Be nice! Don't expect anyone to help you just because you have a problem. Don't forget - this is an open source framework. We are all working on it on our spare time. Please try being clear! We are all international users, English is not always our mother tongue. We do understand that! Liked a post? Press the like button! It will only make the other side feel proud. It is also a way for you to bookmark answers you liked. If you have any personal questions, contact one of the forum moderators. Anything else belong in the forum for everyone to learn from! Don't be afraid to make mistakes or to post questions you feel are silly. They are sometimes the most important ones!
  29. 7 points
    I've created a Phaser3 game template example, it's available on GitHub here: GitHub: https://github.com/BdR76/Phaser3-example-game Play demo: Phaser3 example game This is a Phaser v3 example game template, it's intended to show the structure of a typical Phaser3 game and using some of the key features of Phaser. It shows how to use separate scenes, a simple but effective loading bar, sprite atlas loading, sprite animation, buttons similar to Phaser v2 and more. It's a bare minimum game, a starting point of sorts. I hope it's useful for someone just starting out with Phaser development. Have fun with it let me know if you have any improvements. (Btw the only thing still missing is scaling or a scale manager, I'll add that at a later time)
  30. 7 points
    NasimiAsl

    TYPESCRIPT in Playground

  31. 6 points
    Hi @Kevin Trepanier, From a FGL-Flash-era comparison the big changes are HTML5's shift towards revenue-split, syndication, multi-platform, multi-player. A good Publishing Partner (who can bring high volume traffic and share revenues fairly) is good to have but might take time (and a small catalog of games) to find? Sponsors. The "Auction" exclusive-upfront-fee licenses are rare (or rather the level of risk for a small team to build a game of sufficient scope to gain exclusive interest is hard to justify upfront). The "Gameshop" style non-exclusive upfront-fee licenses do exist, however the number of active sponsors in the market are few so overall revenue is limited (in comparison to slower but longer revenue-split). There are links on this forum to such sponsor portals, although it's a changing list with high churn so your own research will be necessary. Virality. As always, it's possible but improbable! But more contagious these days is the speed and quantity of rip-offs and clones. Any big-idea must be protected with (or leverage) a server-side strategy. Of course everybody's mileage will vary, most will quietly stall whereas a few successes are very real and highly deserved (and often humble!). I hope that's a fair and helpful overview.
  32. 6 points
    Back to the Lamps on Babylon / Open Contest! forum thread, I've commited myself to write a tutorial about my lightmap workflow. Here the demo: And here the first published version of the tutorial... but in french, for now 😄 https://www.nothing-is-3d.com/article25/de-blender-vers-babylonjs I will soon make available an english version, don't worry. [edit] english version is out: https://www.nothing-is-3d.com/article27/from-blender-to-babylonjs
  33. 6 points
    JohnK

    Wikipedia

    https://en.m.wikipedia.org/wiki/BabylonJS EDIT 17 Nov 2018 On hold again as it was put on by a banned user. EDIt 1 Dec 2018 Back on line again - hope it holds this time
  34. 6 points
    NasimiAsl

    draw font inside of shader

    https://www.babylonjs-playground.com/frame#HJSZ84#19
  35. 6 points
    Deltakosh

    Babylon.js v3.3 - Code freeze

    Hey team! we are 2 weeks away from 3.3 release and we are entering today in code freeze mode. This means that only bug / performance fixes will be apply to the code. As a reminder here is the what's new of this release: https://github.com/BabylonJS/Babylon.js/blob/master/dist/preview release/what's new.md
  36. 6 points
    jerome

    Dynamic Terrain

    Little uncomplete demo of a bat flight simulator in a cave : http://jerome.bousquie.fr/BJS/test/cave.html 2 dynamic terrains, one inverted
  37. 6 points
    qdrj

    [Phaser 2] Mini MrDriller

    Good news everyone! Recently our team was able to collaborate with guys from Bandai Namco (creators of famous game series like Pacman, DragonBall , Tekken and many more). We have created a web version of a good ol' arcade game MrDriller. Please take a look and let me know what do you think - https://robowhale.com/games/mini-mrdriller/
  38. 6 points
    NasimiAsl

    Random Tiled

    https://goo.gl/4HcDzN https://goo.gl/SkK44V random tile main texture for both
  39. 6 points
    JohnK

    Spirographic Particles

    Following an idea by @Wingnut here is an attempt at generating particles (Wingys addition) along a type of spirograph type of generator. I say 'type of' since I am not entirely sure I have the maths correct for multiple circles, however the patterns are pretty https://www.babylonjs-playground.com/#1BTGPV#15
  40. 6 points
    Deltakosh

    Designer sub forum

    Hey team! I would like to create a new sub forum for DCC tools. So all questions regarding blender, maya, 3dmax and so on could be located there. Any objection?
  41. 6 points
    Sebavan

    Video Capture of your BabylonJS app

    Hello, It has been a while since I pushed a new cool feature so here it is: http://doc.babylonjs.com/how_to/render_scene_on_a_video In the same way you could easily create screenshot of the canvas, you can now record a video of video in a couple of lines. If you even feel that it is too much, you can directly record from the inspector. WARNING: This only works in compatible browsers and can only generate webm as it is the only supported format so far. So please, have fun with it and we ll look at increasing the support on demand.
  42. 6 points
    JohnK

    Links to Models for Importing

    You can now see which models are available for downloading http://doc.babylonjs.com/resources/meshes_to_load
  43. 5 points
    mentuat

    Y8 Destroys Your Games (and websites)

    Complaining about a bunch of IP infringing 'Mario' games being removed from a distribution network? Ballsy move bringing attention to that!
  44. 5 points
    enpu

    Virtual Joystick plugin

    Control movement in mobile games with virtual joystick. Preview: https://www.panda2.io/plugins/joystick Documentation: https://www.panda2.io/plugins/joystick/docs Download: https://www.panda2.io/plugins#joystick
  45. 5 points
    JohnK

    Build a House from a Floorplan

    In this image the blue walls are the inner walls and the red ones the outer walls, the position vectors ai, bi, ci are known and hence so will line L = bi - ai and next line N = ci - bi. We need to find the position vector of bo. Knowing the distance between the inner and outer wall we can use the right angled triangles (as shown) to determine bo. Using the vector dot product angle = Math.acos(BABYLON.Vector3.Dot(line, nextLine)/(line.length() * nextLine.length())); we can determine the angle between L and N. However that angle can be acute (left hand image), obtuse or reflex (right hand image) whereas the Math.acos returns an angle between 0 and PI. Using the cross product direction = BABYLON.Vector3.Cross(nextLine, line).normalize().y; will give a vector perpendicular to L and N ie of the form (0, y, 0) and normalizing will give (0, 1, 0) or (0, -1, 0) depending whether the angle is reflex or not. We need to find out the unit vector perpendicular to L (forms the right angle in the images). Since taking the dot product of (x1, y1, z1) with (x2, y2, z2) gives x1x2 + y1y2 + z1z2 which will be zero when the two vectors are perpendicular then for L = (x, 0, z) the perpendicular (or normal line) to L in the plane LN will have the form (-z, 0, x) as these give a dot product of zero. Hence lineNormal = new BABYLON.Vector3(line.z, 0, -1 * line.x).normalize(); The we need the unit vector in the direction of L line.normalize(); Current ai tells us we are at wall w and bo is for wall w + 1. Since the walls are closed at the end wall w + 1 = 0. Hence the need to work modulo the number of walls (w + 1) % nbWalls Now we can use the right angled triangle to determine the position vector of bo. Starting from bi (corner of wall w + 1 mod nbWalls) travel along base and along height to get to bo (vector addition is commutative so can add in opposite order) as below Walls] = walls[(w + 1) % nbWalls].corner.add(lineNormal.scale(ply)).add(line.scale(direction * ply/Math.tan(angle/2))); remember ply is distance between inner and outer wall so vector along height is scaled by ply. Knowing ply and the angle we can use tan to get the base length. Multiplying by direction deals with when angle is reflex or not. we can then move on to the next line along line = nextLine.clone(); and find the next line. Note we are using subtractToRef V.subtractToRef(W, R) which takes W from V and puts the result into R walls[(w + 3) % nbWalls].corner.subtractToRef(walls[(w + 2) % nbWalls].corner, nextLine); note that as ai is wall w, bi is wall w + 1 and ci is wall w + 2 Hope that helps
  46. 5 points
    JohnK

    Back to my teenage years

    https://www.babylonjs-playground.com/#S7HM64#4
  47. 5 points
    dbawel

    I Love This Forum

    Ah.. @Wingnut - You're always good for a laugh!😆 He has a re-shoot next week, and I'm going to try and make the shoot if I can work out the logistics. The only thing that might keep me away is that I'm scheduled for the G2E show in Vegas next week; so we'll see how it goes. Anyway, if I get a picture with the Captain, you know the first place I'm going to post it. On a different note (no pun intended), I'm waiting on FedEx to deliver my new keyboard this morning. It truly looks like a science station right off the bridge of the Enterprise. I mention this as it's the perfect workstation to compose and record music for online content. Here's a You Tube video: For those of you who write and record their own music for their games, there is no better keyboard out there. It runs Cubase natively, and has features that have never been seen before. I usually run Pro Tools, but I can run either on this board without the need for my laptop - or any MIDI or analog interface for all the channels of audio I choose. There's even a driver which converts all applicable performances and sounds to Web Audio, so that I can use a tone generator without the need for downloading audio files. I'm truly psyched! DB
  48. 5 points
    The pull request is out : https://github.com/BabylonJS/Babylon.js/pull/4982 The result once deployed will be testable on: http://www.babylonjs-playground.com/#JCZIXE#9 Basically you can add this on the texture to offset it: // Offset the skybox center. var point1ToPoint2 = cameraPoint02.position.subtract(cameraPoint01.position); var reflectionMatrix = BABYLON.Matrix.Translation(point1ToPoint2.x, point1ToPoint2.y, point1ToPoint2.z); otherOriginRefMat.reflectionTexture.setReflectionTextureMatrix(reflectionMatrix);
  49. 5 points
    Is the contest for... MOST words typed-on BJS forums? I win.
  50. 5 points
    enpu

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