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RaananW last won the day on December 22 2016

RaananW had the most liked content!


About RaananW

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    retired time traveler
  • Birthday 07/04/1981

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  1. What I understand is - you want to execute a function every time this object collides with any other object. Is that right? I commented on your PR, w can take it from there.
  2. I have a silly question upfront: Why?.... I understand you want to switch the Z and the X. If you leave the Y as the up vector (which is fixed), you can always rotate your camera 90 degs to the right or left, and then Z is the axis parallel to your screen, and X is the depth. This is obviously a hack. Babylon.js has a predefined axis system, and it is hard to change it globally. A lot of the different systems )for example the inputs of the cameras) are set to use this axis system. But maybe someone else has a better solution?
  3. Hey people! Happy new year!!! I am happy this thread is up and running. Was wondering how your progress is. Anyone care to share what was already done and what is still not implemented? I think it will motivate all of us to know that the others are also still stuck on designing the login menu. I will start: I am building a turn-by-turn game, based on angular.js and a real-time database (so far I am using firebase but I am considering moving to a self-hosted server). So far I have implemented the ability to create a game room, join a game, and see the list of games available, as well as a simple login mechanism and the ability to upload your own avatar. As it is a turn-by-turn game, I have implemented the progress-updater, that receives events from other players and (for now) notifies the user that something was done. This works rather well. The entire thing is written in TypeScript. Apart from canvas initialization and general tests I have not yet implemented anything with babylon.js . And my design abilities are far from perfect, so the entire thing still looks like a demo hacked in 5 minutes. So, this is me. So little time, so much to do. How about you?
  4. What is the difference between a regular camera and a VR camera in that case? WASD (i assume the keyboard keys) are changing your position, not your rotation. So unless you get your position straight from your sensors (like in the case of Vive), you need a way to change your position in the scene. Attach a keyboard to the camera, and it will magically work.
  5. I am sorry for asking, but what is a cubemap vr? you mean a kind of a skybox, that is rendered on both eye for a vr experience? like google streetview for cardboard?
  6. Hi @JCPalmer, the WKWebView is the new web view introduced in iOS 9 (if I am not mistaken). It used to be UIWebView. The WK is actually WebKit, so I would expect the events to be integrated there. But, if they are not, a hack should be implemented I see Cordova has this - https://github.com/apache/cordova-plugin-screen-orientation , which claims that iOS does fire the event. They also have the device orientation plugin which you found. I don't think it is that insane to create a new camera. I think, however, it will be simpler to implement a functio that triggers the needed events (deviceorientation events) with the needed data to get the device orientation camera working. This is a very uneducated assumption! but this is what I would try first.
  7. Yeah! teams! just what I like to hear. @Raggar - you are not the first one facing this issue. There are a lot of resources about it (http://www.gamedonia.com/blog/lag-compensation-techniques-for-multiplayer-games-in-realtime for example). Timeframe, the project you linked to, is integrated in @endel's server implementation, so I would recommend giving it a try. My 2 cents - don't overcrowd the network channel. Send only what's needed, do whatever you can on the server. Limit the number of players in a single game, or have very strong servers one of the two. I remember reading an article about slither.io , which have around 600 players in each world. This do nothing new - compensate for lag using calculations on the server and estimations to your next point. If you play the game with network throttling you can actually see how they correct your position
  8. The server ran out of electricity powder, and the administrator forgot to fill it up. The Pico 735 extension was also acting funny, and overall the nginx server started getting really emotional. I made a threat to replace it with apache, and it actually worked. You know those servers, they sometimes need to be dealt with a firm attitude.
  9. Now, that's a hell of a statement... I wonder where it is coming from. And it is making me sad. very very sad.
  10. Setting a callback to call this.onCallback() and then changing this.onCallback is the main reason why async is a wonderful and horrible thing. I am not sure why you set the architecture like that, but when you set this as the callback: () => this.onCallback() You are creating an anonymous function that will call this.onCallback. If you changed it afterwards, it will run the newer one. I would personally not use such an object to control callbacks. I don't quite see the reason for over complicating things in that case. But again, it really depends on your entire game architecture, which I don't really see. As long as you understand your code and the code scales, it's more than fine. Everyone has opinions regarding software architecture. Hard to please'em all Regarding your question (why it is executed when beginAnimation was executed) - this is because the last animation stopped (the idle animation) right before starting the "happy" animation. And about skeletons - I just didn't understand why you call false, and right after (the same function scope, if I remember correctly), you set it to true. Just didn't make any sense to me. But again - we don't see the real picture.
  11. Man, asynchronity is a b*tch So, here is a working demo for you - http://www.babylonjs-playground.com/#1SVN3I#48 You had a few problems with the "this" settings. for example the this.loop was used incorrectly The onAnimationEnd (your "onCallback" function) was called, and stopped the triggered animation, right after it started. If you "beginAnimation" on a single skeleton, you stop the animation that is currently running. You can see in lines 146-150 how you could have implemented it rather easily, but I do understand the need to work with objects. You just need to restructure your code, and use less object variables and more standalone variables (like the loop or callback) to avoid reuse of functionalities that will prevent the other animations from working. I am also not sure why you were disabling and enabling your skeletons, but I am pretty sure you need that for your actually demo. I read what I just wrote and it can sound a bit cryptic. If I am not too clear, please let me know!
  12. maybe we should add a method to remove LOD levels, but yes, this is a way to do that.
  13. Sorry, been busy ☺ But this evening looks promising
  14. You will have to recreate the physics body You could dispose the current impostor and recreate one, or you could call impostor.forceUpdate() which will do it for you. If you know what engine you are using, and the engine supports it, you could use the physics body, but this is against the single rule of physics engine, which is rigidity. So expect interesting results
  15. The simplification process adds new meshes to the lod levels of a mesh. The original mesh stays intact, isn't it? So, removing those lod layers with undo the changes you've made when simplifying