dbawel

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Everything posted by dbawel

  1. Hi @Tomek My apologies - I haven't been on the forum much these past few weeks. If you would still like an example of this, then I expect to be able to set up a simple scene which accomplishes this.I have an insurmountable amount of work backlogged, but need to move back into the community. I'll try and let you know if I'm not able to get to this tomorrow; as it won't take long to build. DB
  2. I don't know if this might apply, however for a recent app, I used the (X,Y) canvas pick point to pass through, and set a separate control (mouse wheel, keypad) to set a dynamic Z distance from the camera in world space. This simple function allowed me to draw vertices and create meshes in three dimensions quickly and easily. I also drew a line from my camera to the (X,Y,Z) world space coordinate as a visual reference with a simple icon attached to the end point on the selected position to allow easier navigation. And for my app's specific needs, I provided a numeric Z depth reading in the UI with limits so that the user could set restrictions on Z depth (as well as X,Y world space, to provide a useful, selectable, and accurate determination of where to select to place mesh attributes. DB
  3. 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
  4. 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
  5. @jdavid - So are you good? Able to move forward? DB
  6. dbawel

    I Love This Forum

    Hello all... Unfortunately due to traffic, I didn't arrive on the lot in time to make my lunch appointment. I was totally bummed, however my new Producer for 3rd Brain Technologies Janet Arlotta has a re-shoot with him in about a week. And this time, I'll be there with bells on.🔔 Not going to stand up Captain Kirk twice. @Deltakosh - good question! I've got to ask if he's using Babylon.js. I can't believe I didn't think of this one! Cheers, DB
  7. Hello, I thought to place this on the demos and projects thread, however I decided to post this here as it is more a topic for which framework to use and why. I was hired by an elite software development group at Sony Electronics to help them navigate through WebGL to build a pipeline to deliver content for the South By Southwest convention and to create a foundation to quickly develop games and online media for future projects. In short, I was tasked to escape the limitations of 2D media and help Sony move forward into 3D content taking advantage of the WebGL rendering standards. This was no esay task, as I was hired Dec. 11th, and was given a hard deadline of March 5 to deliver 2 multiplayer games which were to be the focus of Sony's booth at SXSW in Austin Texas. But first I had to run a quick evaluation and convince a very proficient team of Engineers which framework was the best fit for Sony to invest considerable resources into for SXSW and which was the right coice to take them into future projects. Yhis wa a huge consideration as the WebGL framework which was to be chosen was to play a much greater role at Sony Electronics considering the group I was assigned to works well ahead of the rest of the industry... developing what most likely will be native intelligent applications on Sony devices (especially smartphones) in the near future. These are applications which benefit the consumer in making their day to day interactions simple and informative. Thus the WebGL framework to be chosen needed to be an element in displaying information as well as entertainment for a greater core technology which is developing daily in a unique tool set used by the software engineers to build applications which allows Sony to remain the leader not only in hardware technology, but in the applications which consumers want to use on Sony devices. But as I was working for Sony, I also had a greater task as there were existing expectations in developing a game on Sony devices which needed to be on par with what consumers already were experiencing with their Playstation consoles. As unrealistic as this might initially appear, that had to be the target as we couldn't take a step back from the quality and playability the consumer was already accustomed to. So back to the first task... selecting the WebGL framework for Sony Electronics to use moving forward. Rather than telling a story, I'll simply outline why there was little discussion as to which framework to choose. Initially Sony requested someone with Three.js experience as is more than often the case. So when they approached me for the position, I told them I would only consider the position if they were open to other frameworks as well. They were very forthcoming to open their minds to any framework as their goal was not political in any way - as they only cared about which framework was going to provide them with the best set of tools and features to meet their needs. And one might certainly assume that since Sony Playstation is in direct competition with Microsoft Xbox, and Microsoft is now providing the resources in house to develop babylon.js, that Sony Electronics might see a PR conflict in selecting babylon.js as their WebGL development framework. However, I'm proud to say that there was never a question from anyone at Sony. I was very impressed that their only goal was to select the very best tools for the development work, and to look beyond the perceived politics and to develop the very best applications for the consumer and to fulfill their obligations to their shareholders in building tools that consumers want on their smartphones and other electronic devices. So once again... Three.js vs. Babylon.js. This was a very short evaluation. What it came down to was that three.js had far more libraries and extensions - however, this was not the strength of three.js since there is no cohesive development cycles with three.js and although many libraries, tools, and extensions exist, more than often they are not maintained. So it was easy to demonstrate that practically any tool or extension we would require for the SXSW production would require myself or the team updating the extension or tool to be compatible with the other tools we might use on the project. This was due to the failings of the framework since each developer who writes an extension for three.js is writing for a specific compatibility for their own project needs... and not for the overall framework... as this is not within the scope of any developer or group of developers. Thus I find that it requires weeks if not months of of maintenance in three.js prior to building content, just to ensure compatibility between all of the tools and extensions needed to use for most projects. As for babylon.js, the wheel is not generally re-invented as it is with three.js, as most extensions are quickly absorbed into a cohesive framework quickly - provided they have universal appeal - and this integration ensures compatibility as there are fewer and fewer extensions to use, but instead an integrated set of tools which are thoroughly tested and used in production revealing any incompatibilities quickly. The bottom line is that there are no alpha, beta, and development cycles in three.js, thus no stable releases. Whereas the opposite exists with babylon.js. There is a cohesive development of the tools, and Sony is smart enough to see beyond the politics and to realize that having Microsoft support the development of babylon.js is a huge bonus for an open source framework. And if anyone had to choose a company to support the development of a WebGL or any framework, who better than Microsoft? With practically every other useful WebGL framework in existence spawned by MIT, most all are barely useful at best. And why would anyone pay to use a limited WebGL framework such as PlayCanvas when Babylon.js is far more functional, stable, and free? This baffles me and most anyone who chooses one project using babylon.js. The only argument against babylon.js is that the development of the framework is now supported in house by Microsoft. But for myself and others, this is a positive, not a negative. I've been assured by the creators and lead developers of babylon.js that they have secured an agreement with Microsoft ensuring the framework remain open source and free. This ensures that anyone is able to contribute and review all code in the framework, and that it remains in the public domain. Sony gets this and we quickly moved forward adopting babylon.js as the WebGL framework within at least one division of Sony Electronics. At the end of this post I'll provide a link on youtube to a news report of not only the games we built for SXSW, but the exciting new technology on built on Sony phones which uses the phones camera to capture a hight resolution (yet optimized) 3D scan of a person's head. This is only a prototype today, but will be a native app on Sony phones in the future. So our task was not only to develop multiplayer games of 15+ players simultaneous in real-time, but to have a continuous game which adds a new player as people come through the booth and using a Sony phone, has their head scanned. This was an additional challenge, and I must say that I was very fortunate to work with a group of extremely talented software engineers. The team at Sony is the best of the best, I must say. All in all, it was an easy choice in choosing babylon.js for the WebGL framework at Sony Electronics in San Diego. Below is a news report from SXSW which shows the new scanning technoogy in use, as well as a brief example of one of the games on the large booth screen. And using Electron (a stand-alone version of Chromium), I was able to render 15 high resolution scanned heads, vehicles for each head, animation on each vehicle, particles on each vehicle, and many more animations, collisions, and effects without any limitations on the game - all running at approx. 40 fps. The highlight of the show was when the officers from Sony Japan came through the booth... which are the real people we work for... gave their thumbs up, as they were very happy with hat we achieved in such a short time. And these were the people who wanted to see graphics and playability comparable to what the Playstation delivered. And they approved. Link: Thanks to babylon.js. DB
  8. dbawel

    I Love This Forum

    I get to meet and hang out with William Shatner this Wednesday... just me and him... WhoooHoooo! I've lived quite a life... the original Starship captain... Anyone have any questions I should ask? DB
  9. dbawel

    Motion capture & root rotation

    I had serious issues capturing into Blender. I ran my Kinect(s) into MotionBuilder and then exported FBX to Blender without any problems. In working with motion capture for 20+ years, I see too many problems with capturing into Blender right now; until someone writes a proper plugin which is simple to use. DB
  10. As @jerome mentions, a PG scene will provide you with many responses and hopefully a solution for your specific issue. However, if you aren't familiar with the Optimization of LOD, then here are the docs: https://doc.babylonjs.com/how_to/in-browser_mesh_simplification DB
  11. dbawel

    Updating text on dynamic texture

    @Varsha Kamble Your math is incorrect. The font that you use is not able to fit in the math you set for the length of your plane and dynamic texture. If you still have issues, then I can easily build a PG scene which accommodates any text. But I hope you can identify your errors in expecting the font to fit within the mesh. DB
  12. Hey @jdavid It's all in the math. Look at the least common hardware you want to support, and do an evaluation of vertices, materials, and textures. Always use a power 2 texture until we enter full support of WebGL 2.0. I always look at my code as a water pipe and a bathtub... how much water can I push through the pipe and how much water can the bathtub hold? DB
  13. dbawel

    About creating dynamic avatars

    You can dispose of meshes, materials, and textures at anytime. And I often use the RunAfterRender() function to apply different attributes to the scene. However, there are may ways to do this... so RunAfterRender() may not work for your scene. However, if you have a command of JavaScript, then this should be simple... as the babylon.js framework has all the functions in place. If you need more assistance, then post a playground scene. DB
  14. I hold at a solid 60 fps. what device are you testing and what browser? DB
  15. Hello BJS community, I wrote and submitted the first Wikipedia article for babylon.js late last year. I've submitted it to Wikipedia twice now, and the last time they had reviewed it and I was told it should only be a week or two and it would be approved and posted. Even today, when I look at my submission online, it is still pending. I've communicated with several advisors for Wikipedia the past 3 months since they changed their submission tools, but no one has been able to truly assist as of yet. I believe I got caught in the middle of their switching the submission methods - which is why I've submitted twice now. But I don't believe I should submit again as I'm sure this would certainly cause problems, as Wikipedia is the most understaffed and difficult website to deal with - although we all respect what they do only through limited donations and funds. It has been over 4 months now, and advisors have notified me that the waiting list is not more than 4 to 6 weeks. If there is anyone in this community who has sucessfully posted a Wikipedia page and might be able to assist me in submitting and following up, it would be greatly appriciated by the whole community - since it then opens the door to others to add to my first article, and to also post their own articles about babylon.js in their native languages. As you might know, the first page on any topic is the most difficult to have reviewed and approved. DK is the only one yet to read the article, and I believe we need the world to be able to research and understand what babylon.js is, the people who created it, and the history of it's genesis. Thanks, DB
  16. dbawel

    Optimize scene

    As you can convert React/Redux scenes to Vue, I suggest you look at what @brianzinn has posted on GitHub. DB
  17. dbawel

    video texture Sync issue, plz help~~~

    Hi @jadeshohy What you're trying to achieve is INCREDIBLY HARD and is a holy grail in my opinion. However, my company has an app that's going into beta which perfectly syncs all media precisely in all HTML5 browsers in real time for an unlimited number of users collaborating together with generally less than 5ms delay in interaction... internationally... on average, of course, depending on your connection.. We're still working on the API to the server (Brains) - don't know when we'll release the API for the server... however if you want to test what we've done, let me know if you want to apply for the beta release. You won't find anything that a good JS Dev can build as it's mostly written in PHP ( a royal challenge), and we also use two servers. One is the brains and the other holds the media and database... so it's completely secure for the media and the brains of it all - which was our challenge for the film and broadcast industry. It's like Photoshop online in real time for any media and unlimited users. A reply to this message won't trigger my memory to add you to the beta list, however we deploy in two weeks to Weta in NZ, Blue Man Productions, and a division of Lockheed Martin, as we also sync collaborative 3D media in real time. So I've got my hands full right now. But I'll try and post a topic to those who might be the best to test the app. It's not all WebGL... only when you launch collaborative 3D media, but we've spent more than 5+ years building the server and more than 2 years building the application. However we're only 2 developers, with a little help from our friend to get us into PHP ( @Pryme8 ... reclusive bastard, you made my life hell - but I now know PHP, so I guess I owe you)... and I will call you (Andy) this week. If not, call me and I'll show a REAL interface. Cheers, DB
  18. dbawel

    Multiple Scenes Approach

    @freetoplay Similar perhaps... But instances or clones, absolutely. DB
  19. dbawel

    Render an OBJ string with Babylon JS?

    @Bladetrick I hope you have good luck with trying to implement the asset manager to do the work. However, the .OBJ, MTL, and texture file all have to be available at the time of import. I'm trying to implement this into a server database myself right now. We'll have something soon, but no code to share. However, I'll do my best to keep you posted on how we accomplished this for multiple real time users. Just message me in a week or two if you aren't able to solve yourself. I don't use Json files, so I can't add to any discussion on Json. DB
  20. dbawel

    Mesh.dispose() Clarity

    @Deltakosh It's old habit from a few versions back. Are you saying that disposing of a single mesh also disposes of all attributes of the mesh including materials, textures, shaders, etc? We're not talking scene dispose. But if mesh dispose works this way, then what about shared attributes? Thanks, DB
  21. dbawel

    registerOnPhysicsCollide With Any

    There's no current access, but I can zip and send the app to you. Message me your email, as I have a new computer and haven't updated my contacts. DB
  22. dbawel

    Got wrong screen coordinates

    This needs to be accomplished using vanilla JavaScript. Here is a simple app to pick pixels on a canvas and message the (X, Y) values: Does this help? DB
  23. dbawel

    Create mesh online

    I have to say that if you need an immediate solution, then please look at the responses and resources from @Deltakosh on this post. There is definitely a solution to your issue now. I'm simply making this easy for anyone who is writing or has and existing app to multi-task... and we've been writing code for 5+ years to make everything happen in real-time for unlimited user collaboration. But I'm just talking crap until I produce. Which is why you'll always find me awake at 3am in the morning on any given night. This is Extremely hard stuff - which without a Dev Partner who has the backed experience, I would have never have accomplished. DK, I think you'll be proud of me one day...😉 DB
  24. dbawel

    Got wrong screen coordinates

    @fdeng Here's a post I answered some time ago. If you require more help, I'm sure you'll post back. DB
  25. dbawel

    Customize Camera Controls

    Also, as in many post on the current post list page, parent your camera to a mesh and it will behave as the mesh. DB