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About webGLmmk

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  1. Great...it worked as long as I was running it through the server. So is the server is needed because of the procedural texture? I don't think I can run it on github then...still not running the file there, or locally without going through the server...that going to have to find an actual host... Also, kinda silly noob question, but I was looking around github to find where you got that link, in case I needed the other ones...is there a convenient place where you copy and paste it from? It didn't work when i just copied a raw link from within the dist/preview folders
  2. The demo does work on the playground. Just tried it from my local webserver (apache 2 var/www etc). I tried 2 files that I downloaded from the playground: 1 the basic scene with the sphere and plane (the one that first appears default on the playground), and my custom scene with the procedural texture: https://www.babylonjs-playground.com/#KM3TC#20 The first file with the basic scene ran in my browser, but my custom one here did not. Still white screen. Thanks...
  3. Do I still need to include hand, cannon, and oimo files in the <head> of a local document? Or are they integrated into the main babylon.js cdn link? Just noticed the links are no longer on the github page... It's been a bit... Also, when I download the zip for the playground basic scene, then open it up, it renders fine. When I open the following scene with a procedural texture, i just get white screen. ,, *edit*... uploaded to github and it won't run there either. This was the same file from the downloaded zip in the following playground scene...has preview links... hashtag confused https://www.babylonjs-playground.com/#KM3TC#20
  4. Ah, so this is brand new to me. Will dig in. About time to find better ways to procedurally generate the scene anyway.
  5. http://www.babylonjs-playground.com/#IVDDJI So this first function going on creates a set of button controls with canvas 2d..the scene should be creating a bunch of randomly generated sphere's in quasi space scene. It was working and I hadn't changed anything..I've been out of this for a while. Anyway so it won't render, and the browser points me to line 13 ( in the playground version as well). My debugging synapses aren't working well right now as I'm trying to get back in gear. buttonControls2.js:13 Uncaught TypeError: Cannot read property 'CACHESTRATEGY_DONTCACHE' of undefined Playground says expected expression, got '}' Nothing is popping out at me right now...it looks right.
  6. Older thread, but this is how I used the Sound class: Sound.play(), sound.pause(), sound.stop(). http://www.babylonjs-playground.com/#KZQGPA#1 Does what it needs to. Next step is to try to put the pause on the same button as the play..i think i've got that worked out...and design of course @MackeyK24 @davrous @Nabroski
  7. Ok so I guess I have to get back on the Node train again, and related DB's. Pretty comfortable with all the OOP, but databases were always like, "I'll get to that when I need to get to that". Apparently that's where I'm getting to pretty soon. I think I did something with PHP/mySQL once lol. Who hasn't. Was never particularly anxious about the ability to figure it out when I needed to use it. You can cripple your productivity worrying about all the things there IS to learn..its better to just learn what you need when you need it. I came across something called "Nodegame" that seems pretty promising. http://nodegame.org/. Obviously don't want a stack that's meant for standard webdev. Enough gamedevs doing this now that there hopefully will be something easier for me to jump into. [Here's the deal guys, gamedevs...you do all the hard work, and then I tweet about how awesome you are. thanks for the framework. Open source is the best.] Yeah, any game idea I want to develop that's not a simple arcade style game will need to store it's objects in a DB. That I expected, though not as immediately. This star scene was never really meant to be a game, but it's probably a good way to build my skills. I like the idea of using particles as distant stars. They'd need static positioning in this scene though...they're not going to emit from anything. maybe SolidParticleSystem. No worries, I don't take it all as gospel ...you do have a way of helping me think of things I haven't considered, so the brainstorming around to different possibilities has it's value.
  8. OOOk... I got a lot from this, thanks. Lots of stuff I didin't think of. In the space scene, they're supposed to have movement and camera control over 3 axes. (eye roll..skipping directly to the most difficult concept is my specialty). Instead of relocating parent-child groups, simple create new ones and dispose...IF the player goes back a previous direction, they either see a different randomly generated group of elements -- or else I have the object stored in a global array and figure out a way to reference the correct index...Haven't thought that out yet...version 3.0 I"m thinking. As few navigation options as possible for any other idea though. As far as the view when the user is in reverse...or moving forward for that matter...zones are a good idea...may not be necessary depending on how much of the view the close objects are taking up. I mean the webGL canvas already shows diminishing perspective. The current element group would be big enough to occupy the attention of the player, and new zones would be created far enough before the edge of the current zone is reached. That would still be saving GPU power. The problem with the scene I created is that the stars have massive particle systems, and I want ALL the stars to have particle systems, and that is way too intensive. There are the "really" far away stars that I could use a skybox or skydomes for...Never really loved how that turned out when I tried it before, but I just need the right texture. In that case, navigation limits could be set (I assume?). What If I have a rubix cube layout of star zones. Multiple array of grouped elements. Player is always in the very center. As soon as I reach one of the outside squares, the far column disappears and a new one appears on the side I'm approaching. Piece of cake Another thing I thought of, is increasing the size of objects as you approach them. A size gradient, with elements gradually smaller the farther they are away, and they increase as you move closer. To simulate a greater distance of objects, without increasing the number of meshes over a broader area. Feels like I'm missing something obvious there... The space concept is pretty forgiving though, because there are lots of dead zones in space. Which reminds me...fog wouldn't work in this scene, because it's space I mean it's a flipping non-photoreal, totally fantasy, webGL render, lets get over myself So does LOD stand for Level of Detail? Had to google that but I still don't know what it really refers to in terms of 3D content. Basically like...the closer the objects, the greater the subdivision/high-poly? Need to look back through Babylon docs again and look through camera classes and location stuff...navigation, control, etc. It's been too long, too too long.
  9. I'm sorry, I don't really have any code examples, since this is totally new to me. I want to start creating all my babylon scenes with procedurally generated content - I mean elements, not just textures. For example, this space scene with randomly distributed stars.. http://www.babylonjs-playground.com/#1PWCZ8#2 I can render quite a bit less if i just relocate sections as the camera moves forward. I'd rather start with another scene though, something simpler, like a "ground", moving tiles based on position of the camera - in fact putting it that way makes it seem even easier...(its never as easy as it seems) I've started to read up on techniques, and I'm sure I can figure it out, but I thought I'd just shout out in case I've missed any nice examples in my forum searches. Most of what comes up is related to textures. I'm not particularly concerned about materials right now, just environments and elements that are generated with movement. What I DO understand is that its a wide open field and how you procedurally generate depends entirely on what you are trying to create. Been on hiatus for a few months, too busy but I'M BACK B
  10. Looked through the questions and docs, and I think what I want is a not quite as complex as that. I"m fine with the basic loading screen, and setting the text below it... http://www.babylonjs-playground.com/#1PWCZ8#1 So the scene renders first and THEN shows the loading screen, then the loading screen doesn't go away. I tried putting in something like... setTimeout(function () { engine.hideLoadingUI(); }, 16); // or 50); but then it didn't show at all...the playground samples I've seen are using an imported mesh and I'm not really doing that.
  11. Ok i was just about to post when I found this topic... @Nockawa I'm having trouble making sense of what the margins are doing between these Canvas2D buttons. http://www.babylonjs-playground.com/#LYEU3#15 Right now I'm trying to vertically space the buttons in grpCenter: U,F,B,D to have a margin of 5 in between, so they're closer. Cam-U and Cam-D i want a bit further away from the center buttons I set marginTop: 5 on F,B, & D. But its putting about 10 in between, if I were to change it to 1 or 2, it still looks like its about 10, like they're all being stretched out or something **edit** ok so its a little better and I'm not sure how. It changed when I adjusted the downCamButton button margins. http://www.babylonjs-playground.com/#LYEU3#16 Now I can't seem to increase the top margin though, and if i put a buttom margin on downButton, it pushes it up into one above it. Anyway I'm going to settle for what I have...thought I would throw this out there because it's a little tough to lay things out #wip
  12. Ever the pragmatic: With CG, we're simulating. So you have to basically decide what specifics to simulate. Bubbles exist in an atmosphere WITH gravity..they simply have next to zero mass, and are easily carried along by air movement. (Bubblemaking 101 at community college...Can bubbles exist in the vacuum of space? I'm going with no. Got no clue what I'm talking about actually.) So in choosing to simulate the MOVEMENT of bubbles: using the babylon.js physics engine, you create a sphere ...so you can either set the gravity really really really low, or at zero ..and apply impulses. Collisions with varying objects either make it burst, or bounce...with another bubble stick together or get bigger....hey, good idea, there's a lot of potential with this theme. It reminds me of a game I played on steam... Osmos: http://store.steampowered.com/app/29180/?snr=1_7_7_230_150_7 Have you used the physics in babylon yet? I'll let you start that off either way. As far as surface area relative to volume...I dont think thats really a necessary thing to factor in a bubble simulation, or possible, or will even be noticed by user/audience/players. The APPEARANCE of the film is what is simulated..see DB above...obviously material with low alpha/high transparency..but those swirling colors...that does seem like a task...pretty cool one...If someone could create that kind of dynamic movement, let me know, because I'll use them for my stars. or lava flow. I'm thinking alternating gradients, based on some kind of moving black and white map...thats heavy duty...haven't done any shader stuff...yet I mean the simplest cheap out way for the bubble material would be a mostly transparent and lightly emissive grayish-bluish color...but close up, bubbles aren't bubbles without the swirling soapy rainbow of colors So then you decide, what is the point. Is this a game? A slightly interactive animation? Are you seeing only a few bubbles up close, or lots of bubbles from further away? Finishing my ramble with the idea that purpose and concept must come first.
  13. OK. I'm not sure what you're objective for the scene is, but as far as SEEING all of the skyboxes: http://www.babylonjs-playground.com/#FXYUA#3 I adjusted the x positions so they would all line up 1-9. I think you just had some on top of each other in their position. (also adjusted the camera position so you can see them while you're figuring it out... skybox.position.x = -80; I fixed all the names to properly number them "skybox3, skybox4, skybox5," etc. In your copying and pasting, you had some repeating names. That way you can see them when you click the button that says "debug" layer. (for some reason i had to click the button twice for the menus to show.). Once you do that, check "clickable labels", and "meshes tree", and you can see all of them labelled side by side. var skybox2 = BABYLON.Mesh.CreateBox("skyBox2", 20, scene); Not really seeing anything else interactive here, so I"m hoping that helps...however you're going to move them around, you can use the labels in the debug layer to see where they are...
  14. No worries, Just wasn't sure if you knew how to get a blender export in the playground. Glad you're getting it figured out, thats the best feeling. Will definitely do that. That WAS the plan, I've just been getting distracted. Going to add a bit more about getting CORS free images, with examples, then I'll submit it.